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The World of Kesumi

Started by Steve Landers (Landorl), July 16, 2008, 03:42:36 PM

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Steve Landers (Landorl)

[note]I will slowly be adding more info on my world here, but I wanted to start with some basic data.  This is a world overview, but most of my documentation will be on the continent of Greater Arafran.[/note]
[spoiler=A quick glance at the world]
Title:   The World of Kesumi

System:   No specific system, but a lower powered system fits better.

Theme/Tone:  The theme of the world is a constant struggle between good and evil.  However, most people will go through life without ever seeing the depths of the struggle.  People will find themselves draw to one side or another, though not always with great fervor.
Inspirations:  I am a big fan of epic fantasy novels such as Tolkien, Raymond Fiest, and Dennis L McKiernan.

Technology:   The general technology is a blend of different levels.  There are a lot of similarities to the dark ages or early middle ages, but in some ways, and some areas things are a lot more advanced.  The Empire of Kesh is the most extremely advanced of all the world.  They have denounced the use of magic, and the 'Old Gods' as being dead.  Instead, they have embraced science as their religion.  Their culture is a blend of later medieval times all the way through the early industrial age.

Religion:   Religion dominates life here.  The Gods of Darkness fight to sway the souls of people to follow them, while the Gods of Light seek to draw people to the promise of Life.

Magic:   Magic can be powerful, but for the most part it is subtle and mysterious.  There is a powerful Mages Guild that exerts a great deal of influence in the civilized world in regards to the use of magic.

Ecology/Races:  There are many different races, and most are common to many fantasy worlds.  In the last age, humans have grown to become the predominant race throughout the world.

Cosmology:   There are three primary planes.  There is the plane of existence '" where the world, and in fact the universe exists.  Then there is the Void, which is a place of darkness and unlife where the Gods of Darkness and their followers dwell.  Then there is Heaven, which is where the Gods of life and those who follow them dwell.

Geography:   The world is similar in size to our own.  It is the second of 6 planets circling the sun.  Nothing is known about these other worlds.  There are two moons that circle the planet.  There are also two comets that periodically pass close enough to the world that they can easily be seen at night, and sometimes even during the day.

Points of Interest:  The continent of Greater Arafran is the most dominant of all of the continents, and the area that is detailed the most is the north eastern portion of that continent.

[/spoiler]
 [spoiler=How the world began]
Before time began there was Yaru, the Father.  Yaru created the universe and all that is in it.  At that time he created the world of Ardul, but when he created it, it was formless and void.  It was then that Yaru created the first of the Alvari, the Lords of Creation.  He created Pallar, and Melivara, the greater Alvari, which he gave the power to shape the earth and all that is in it.  He then created the six lesser Alvari, three male, and three female, which were to aid Pallar and Melivara in their of shaping the world and giving it life.

At the same time that the Alvari were beginning to shape the earth, or possibly even before, Yaru created the Dragonlords.  They were the least of his creations to that point, but still had a portion of his power.  They were far less powerful than the Alvari, but they were not bound to the world of Ardul as were the Alvari, they could roam through all of Yaru's creation.

Together the Alvari worked in unison and began to shape the world.  They created the sun and moons, and then raised mountains, made oceans, rivers and lakes.  They then began to populate the planet with plants, and later animals.  Then as they finished that act, they began their greatest creations.
Yaru watched, and invested them with even greater powers as they gave lives to the intelligent life forms of the world.
The first race that was created was the Alfar, or elves.  These first elves were fair of form, powerful in intelligence as well as in strength.  They were created to be companions to the Dragonlords, and in many ways they were their equal.  It was many centuries later that the Alvari created the lesser Alfar.  These elves were not as powerful as their cousins, but they had an even greater bond with the things of the earth, and they worked with the Dragonlords to protect and enhance the growing things of the earth.

After that, the Alvari rested for a time, and reported all that they had done to Yaru.  Yaru was well pleased with them.  Still, he asked for them to do more.  He wanted other people to walk the world, people who did not have the power of God, but sought him out on their own.

So it was that the Alvari began the work of creating the lesser races.  They created many races with different strengths and weaknesses.  This work continued for many centuries.[/spoiler]

[spoiler=History of Greater Arafran - The First Age]
 First Age - The Age of the Gods
When the world of Kesumi was created is unknown to all but the Alvari themselves.  The ancient elves and Dragonlords record the portion that they know of as existing for over 80,000 years.  However, most of this era was a time of great peace for the elves and Dragonlords, but slowly things began to change.

It was during the period that the Alvari were creating the lesser races that the heart of Melivara began to change.  She looked to the creation and forgot that it was Yaru that gave them the power to create all that was created.  She began to covet her creation, and wanted to claim it all as her own.  She grew jealous of Pallar, and soon grew to hate him.
Eventually Melivara began to speak to the other Alvari of her thoughts.  Most were shocked by her thoughts, but two of the six sided with her, and eventually, they rebelled against Pallar, and ultimately Yaru.

Melivara came to the earth and sought out the Dragonlords and other creations to join with her.  She came as a god before the Dragonlords, and other races, and many quickly joined her.  The Dragonlords used their might to dominate the lesser races, and made them submit to their power.  Of all of the races created only the elves were not swayed by Melivara's words.

So it was that what would later become known as the God Wars began.  Some estimate that this war began about 15,000 years before the end of the First Age.  The elves and those Dragonlords who would not follow Melivara resisted her powers.  The Alvari that remained faithful helped where they could, but they would not force anyone to leave Melivara.  As the followers of Yaru, they believed that everyone should be able to choose who they followed.

In those days the war was great, and the powers of the Alvari, and even the Dragonlords ravaged the earth.  The Alvari Bordru despaired over the destruction of his world.  His heart broke and he soon left the fight swearing that he would bring no further destruction on the world.

Pallar knew that Bordru was right, and so he came to Yaru to seek his aid.  Yaru would not force anyone to turn away from following Melivara, but he gave Pallar the power to create the Ban of Pallar.

The Ban of Pallar split the Alvari into two groups.  The Light Alvari which followed Yaru, and the Dark Alvari which followed Melivara.  It further stopped the Dark Alvari from taking physical form on the world as long as the Light Alvari did the same.

So it was that the Alvari left the world, and for a time, chaos reigned as the Dragonlords began to war against each other.  Eventually though, there were those who began to contact the Alvari, and were able to channel their powers to do the will of the Alvari.

The Age of the Gods came to an end and the First Age of Dragons Began.[/spoiler]

 [spoiler=History of Greater Arafran - The Second Age]
More Data to come![/spoiler]

 [spoiler=History of Greater Arafran - The Third Age]
More data to come[/spoiler]

 [spoiler=History of Greater Arafran - The Fourth Age]
More data to come[/spoiler]

[spoiler=The Lands of Greater Arafran]
The continent of Greater Arafran can be divided into two subcontinents.  The area below the Zantyli Desert make up the southern subcontinent, and the lands north of and including the Zantyli Desert make up the northern subcontinent.
This document primarily will focus on the Northern Subcontinent.  This area can easily be separated into four major geographical areas.  These four areas consist of the East, Central (or Keshian), Southern, and Western.  These names though can be a little misleading, so it is important to understand what each area consists of.  The East area includes the lands, which once encompassed the Northern Wilderness, and the Old Kingdom of Lantari.  For practical purpose, this is all of the area north, and northwest of the Meriathean Sea to the Barrier Mountains.
   The Central region starts near the gap of Kharalan in the Barrier Mountains and covers all the area southward to the Zantyli desert .  It goes eastward to the Meriathean Sea.  Though the Barrier Mountains serve as a separating barrier from the east to the west, we will include them in this area.
   The Southern Region would include all of the lands of the old Empire of Xak Manoth.  These are all of the lands on the south side of the Meriathean Sea.
   The Western Region is by far the largest.  It consists of everything west of the Barrier Mountains.  This land could easily be divided up into many more regions, but as we go into further description of the lands, we will cover these in more detail.

THE EAST

   The Eastern Lands have a few very distinct areas, which contribute greatly to the population and growth of the area.  There are a few mountain ranges and highlands that dominate the area, as well as vast stretches of woodlands and plains.     
   The Frostrim Mountains are the northernmost mountains on the continent.  They are frozen over for most of the year, thus its name.  They are a steep and forbidding mountain chain stretching far into the West.  For the most part the mountains are inhospitable, and therefore empty, but there are a few vales, which support small settlements.  There are also some caves and mines scattered throughout the range.  The northern slopes of the mountains descend into the North Sea, and a few natural harbors can be found.   The waters here are very dangerous to navigate during the winter.
   The HighWall and LowWall Mountains are two chains of mountains that run parallel to each other.  The Highwall Mountains are the higher of the two, and make a natural barrier between the kingdoms and the Northern Wilderness.  These mountains have been found to be rich in iron and copper.  The LowWall Mountains are much older than their relative to the north.  They have worn down over the years, and now there are many passes as well as habitable valleys.  They have been mined for centuries yielding deposits of iron, copper, and even gold as well as gems.
   The Cloudy Mountains are a chain of mountains, which run south from the LowWall Mountains and into Elyan to the sea.  These mountains are named for the fog, which is often found in their slopes.  In Esanolia the Solan Mountains are an ancient chain of weathered peaks, in many places barely more than large hills.  This is the most hospitable area in the Esanolian Peninsula, due to the many springs, and the cool valleys.   In the east, central part of the Northern Wilderness lies the Mountains of the Woods.  It is around this area that the heart of the Wolfman Empire lies.
   The final major range of highlands is the Mountains of Erie.  These peaks which run along its entire length dominate the island of Erie.  At one time these mountains had reached south and west to join the Highwall Mountains, but the Sea of Perusia has worn away most of the southern range, and now many rocky islands lay in its wake.
   Much woodland also dominate the east, chief amongst them is the Old Northern Wilderness.  As its name implies, this vast area is almost entirely unexplored wilderness.  Even the wolfmen who call it home have not ventured into its deepest parts.  At one time this area was the heart of an elfin kingdom, but that land has long been gone and is now no more than a memory to elves, and a legend to others.  Still, even the elves when they called this area home had not explored parts of it.  There are tales of creatures in its depths, which are even older than the Dragonlords.  Some say even older than the gods.
   The average explorer will not go that deep though, and what they will find is a forest full of wildlife, and a wide variety of trees.  In the north it is almost entirely evergreen variety, while farther south there is a mix of the evergreen, and hardwood.
   Most of the woodlands south of the Highwall Mountains, as well as those on Erie, are hardwoods, though these will change to evergreens higher into the mountains.  Only the forest of Elyan is any different.  Here the ancient and majestic hardwood trees somehow manage to keep their color all year through.  This is due to the blessings of the gods, and the magic of the elves.
   Rivers, both small and large cover the land fed by springs in the mountains and hills, as well as the melting winter snows, and rains.  These rivers serve as roads to traverse the lands and carry goods, as well as provide for farming lands.  Therefore, much of the civilization can be found on or near these rivers.

THE SOUTH

   The Southern Region includes those lands which lay on the southern shore of the Meriathean Sea, and east of the Empire of Kesh.  These are the lands, which were once controlled by the Empire of Xak Manoth.  These are lands of considerable differences.  Vast deserts cover much of the western parts of the area, and to the south are great jungles and swamps, and running the entire length of this area are a chain of ancient mountains.
   This chain of mountains is known as the Manoth Mountains, from which the ancient empire derived its name.  They stretch from the edge of the land where the Meriathean Sea meets the Ocean of Morning Light, all the way to the Central Lands.  These are rugged and in places steep mountains, but many passes, and deep vales can be found within them.  They are very mineral rich, and also volcanic in origin with several active volcanoes.
   The Manoth Mountains are the most influencing factor in the region's climate.  The north side is for the most part a dry land with the vast Zantyli Desert in the west, which is by far the largest on the continent.   To the south of the mountains are long stretches of jungles and grasslands, as well as swamps.  The temperature on either side of the mountains can be very high, and even during the winters it is fairly warm except in the more northern lands.  The rivers are fewer in the north, and sometimes go almost dry in the summer, but there are oasis in the desert which harbor life.  In the south the rivers are larger, and during the spring and winter they often flood.  This makes life near the rivers very unsure, but they are still the main arteries for life in the south.

THE CENTRAL REGION

   The Central Region is dominated by the Keshian Plains.  They stretch from the Barrier Mountains, all the way to the Meriathean Sea, and to the Old Northern Wilderness in the north.  The northern plains are cold in the winter and often swept by brutal winds.  Orcs and other unsavory creatures often raid this area from the Frostrim and Barrier Peaks.  Therefore the north is sparsely populated, and mostly by the nomadic horsemen of the plains.  
   As one goes further south into the plains they will discover some of the most fertile lands on the continent.  This is the heartland of the Great Keshi Empire.  Here, many farms dot the countryside and towns are readily found.
   To the west is the Barrier Mountains.  These are the highest range of mountains on the continent, and possibly the world.  They are a very formidable range, and have only a few passes and gaps, chief amongst them is Kharolan.  The foothills to the mountains rise quickly, but the lower part of the foothills are quite habitable.  In the higher reaches of the mountains, only those which are usually not friendly to humans live.
   The Keshian Sea is found in the lower reaches of these mountains.  It is actually a freshwater lake of immense proportions.  It's waters are cool and almost crystal clear.  Warm springs in the depths of the lake keep it somewhat warm, even when the snows of the higher mountains begin to melt.  The hills which rim the lake on all sides are home to the nobles of the Empire.


THE WESTERN REGION

   The Western Lands are the final Region of the continent, and by far the largest.  This area covers everything west of the Barrier peaks.  In truth this land can easily be broken up into several regions of its own.  In the north, the lands around the Sea of Night are completely different than those of the lands which border the Oerth and Minamra Seas, and the central lands are themselves very unique, but to completely cover this area would fill a small book, so only a highlight will be given here.
   Aside from the Barrier Mountains, there are only three other major chains of mountains in this part of the continent.  At the far end of the land lies the Dragons Teeth Mountains.  This range of mountains received its name because of its many steep peaks, and also because of the unusually high population of dragons that live within them.  The mountains raise sharply to very tall peaks.  
Still, there are many gaps and passes within this range if one should need to locate them.
The Second range of mountains is the Green Mountains.  These mountains are more gentle sloped than any of the others in the west.  They are also not as tall as the others, and only a handful of peaks rise above the tree line.  The mountains can be seen from a great distance, rising like a green wall.  
   The final range of mountains is the Zolani Mountains which run parallel to the Barrier Peaks, and enclose between the two ranges the Dead Lands.  The Dead Lands were once the kingdom of Zolog, but are now twisted and desolate wastes.  That land had once grown to be a powerful realm ruled by the Dragonlord Akan-Zolog.  Through his arrogance, he thought that he could bend the will of nature and the Alvari to do his will.  It ended in a disaster that laid the whole region to waste.  Still many of the creatures of that evil realm call this area home, and have often raided from its depths into the civilized lands to the north and south.
   The Sea of Light has become the cradle for civilization in the west.  The lands and islands which ring it are fertile lands, and surprisingly warm for their northerly location, and to the south people have claimed the lands around the Oerth Sea as their communities.  This is a much warmer climate, and in actuality rarely sees snow in its mild winters.  To the west of the Oerth Sea is the Minamra Sea.  The lands around this are still somewhat wild lands.  There are a few coastal villages for traders, and even pirates, but once a person goes just a few miles from these towns, the land quickly becomes a wilderness.  There are other races that live within this wilderness, but they are often not too friendly to outsiders.  There are even some who say that there may still be some Dragonlords who live within this land.
   Between the Zolani and Green Mountains is a vast woodlands known as the Greenwood.  This forest is as ancient as the Northern Wilderness, and many believe that in the ancient days that the two were connected.  This is a land of deep mystery, and few travel within this land for there are stories of ancient haunting within this land.  Even the elves travel this land with caution, for it is an alien land to them.  To the north of this forest is a vast grassland, and this area is the home to the largest concentration of centaurs in the world.  They consider this to be their homeland, and while they are fairly open to outsiders, they will defend their lands fiercely.




THE KINGDOMS OF GREATER ARAFRAN

Aerland, Kingdom of
Capitol:  Aera, pop. 4920
Population:  182,000 Humans.  Many elfs and halflings are also present.  Some dwarfs may be found.
Language:  Naemarin.  Eastern tongue is also very well known.
Government:  Hereditary King acting with a council of elders, which are representatives sent by the people of individual communities.

   Aerland is one of the more powerful kingdoms situated on the Sea of Night.  They are the strongest sea power in the area, and their influence may be felt throughout the continent.  The population are farmers and shepherds.  The wool industry is one of the lands greatest exports, though the mountains on the island are also mineral rich.  
   This land is a major stronghold for the forces of good.  This is the oldest kingdom on the Sea of Night, and its people live, for the most part, free of danger due to the kingdom being an island.  The nations army is the smallest on the sea of Night, but their main defense rests upon their isolation.

The Jungles of Akoth
Capitol:  Akol-Akoth, Pop. 6,000
Population:  90,000+ Humans.  Many other races are prevalent, though no exact number can be known.
Languages:  Akafi, Moragath, some Eastern, and many sub-languages in the more remote areas of the jungle.
Government:  Imperial Ruler, Emperor.  Claimed by anyone powerful enough to hold the title.

   Akoth is a very wild and dangerous place, even in the civilized areas.   The deeper parts of the jungle are virtually unexplored by humans, though many other races make their home there.  It is a land of lawlessness and savagery.  It is said that within the city of Akol-Akoth a person can buy anything, if he has enough money.    
   In actuality the land is not actually a country, though from time to time someone rises up and claims to be emperor of the entire region, though these people have a tendency to be killed early in life.  The kingdom of Ral Torath often influences the events which take place here, and any emperor who swears allegiance to that land has a far better chance to survive.  The truest power here is the master of a group of assassins and traders who exert influence throughout the world.  No one knows the identity of this master other than a handful of men within the organization.

Birian,  Country of
Capitol:  Brand, Pop. 6,900
Population:  172,000  A large portion of these are elfs.  There are also many halflings and
          gnomes as well as some dwarfs.  Centaurs from the west often are seen here.   
Language:  Naemarin, though Sylvan is also widely spoken.      
Government:  A council of nine representatives.  One is elected as mediator.  During war a              marshal of war runs the country.
   Birian was originally a colony of Aerland, but as the population of the area grew, Aerland eventually decided to grant them independence.  They helped to set up a government, and also set up a trade agreement with them and formed an alliance.  With the help of Aerland and Elindol, Birian continued to prosper.  It is from here that many expeditions into Greenwood are launched, and from here relations with the many races there are maintained.  The people of the land are farmers, herders, and miners.  The government is very generous to the people, and in return the people are very loyal.
   This kingdom is a major force on the Sea of Life.  A small, well trained, and well equipped army is maintained at all times.  In addition, a much larger reserve force is maintained.  These soldiers meet for training at regular intervals.  They have some equipment from the government, but many equip themselves, so there is a great variety in the arms and armor worn by these troops.

Braegor, Kingdom of

Capitol:  Baylor, Pop. 8,500
Population:  132,000 most of which are human
Language:  Primarily Eastern
Government:  High Admiral, King.  Hereditary, but subject to approval by priest of      
                      Pallar.
   Braegor is the major sea power for the Kingdoms.  It has maintained this position since before the end of Lantari.  It is not a large island, and the ships which make up its navy are no longer made from the trees of the island itself.  Instead the ships are contracted from neighboring allied countries.  Braegor has become rich from trade, and a large amount of the population has something to do with the trade industry.  The others are farmers and shepherds which provide enough food to keep the country fed even if they should be isolated from their neighbors.
   Braegor is almost continuously at war with the southern countries.  There are no large scale battles, but when one ship meets another, there is often a conflict.  Raiders are constantly going into the north to attack whatever lands they can, and the fleets of Braegor are the first line of defense.  The sailors which man these ships are men from just about any land, but surprisingly, for such a diverse navy, it is well disciplined.  Most of the ships captains are from Braegor, but this is not the rule.  In truth, anyone who proves worthy can reach the rank.  There is virtually no army on the island, only a small garrison guarding the capitol, the defense is maintained by the navy.


Calahorn, Kingdom of

Capitol:  Baxtor, Pop. 10,5000
Population:  497,000  Mostly human, with a large amount of dwarfs in the mountains, and
          some halflings scattered about.
Language:  Eastern, though many know Keshian.
Government:  Hereditary king.
   This land was one of the many lands that the Yolani tribes settled.  The inhabitants of this land still greatly resemble their forefathers, and there is still a great love for horses, but now they have left behind their nomadic ways and live in small communities throughout the country.  They still raise a lot of horses, but now they also farm and raise cattle.  The people of the land are fierce warriors and have always been the first line of defense from invaders from Melkor.  
   The country maintains only a small standing army, but almost every healthy male between the age of sixteen and twenty five, as well as many females, serves in an reserve status.  The reserve soldiers are broken down into three musters.  Each muster is activated for three months out of the year.  Most of these soldiers are assigned to their home area, but many are sent to man the garrisons throughout the land.  During this time they train and also serve as regular soldiers.  Almost all of these reservists have their own mount, and all keep their own weapons.  The kingdom supplies a short sword and spear, but the majority carry weapons and armor of their own.  The army is well disciplined, and is very efficient.  It is one of the most respected armies in the kingdoms.


Elindol, Kingdom of

Capitol:  Alorian, Pop. 8,500
Population:  152,000  most are elfs, but there are many other races also present.
Language:  Elaram, Sylvan and Naemarin.  Many also know Eastern or Keshian.
Government:  A High Elf king and queen which have ruled equally for centuries.  There is
                     also a council of elders as advisors.
   Elindol is a kingdom of the elfs.  It is the oldest surviving elfish kingdom.  It has the largest concentrations of High Elfs anywhere on the continent.  Still, the Wood Elfs are the predominant race.  
   The country has developed a close relationship with the people of Yohan in recent years.  They are also allies with Birian, though they are somewhat more guarded in their relationships with that land.  They recognize the threat posed by Northbiria and the inhabitants of the Dead Lands, and work with the humans to counter that threat.
   The army of Elindol is very efficient.  Its main force is carried by the wood elfs.  They maintain a good sized standing army, and can quickly summon an  even larger force.  There is also a household guard, which is composed of High Elf soldiers.  These soldiers are the best trained in the west.  They are fearsome foes mingling expert weaponskills with moderate amounts of magic.

Elyan, Kingdom of

Capitol:  Elyonda, Pop 5,900
Population:  82,000 primarily elfs though there are also humans, gnomes, halflings and
          some goblins.
Language:  Sylvan and Eastern with many also speaking Keshian.
Government:  The country is ruled by Queen Arial, a High Elf.
   Elyan is the elfish kingdom located in the east.  It was a very potent ally of Lantari as long as the kingdom stood.  It always was a separate kingdom and was recognized as such by the Lantarians.  Now it is the oldest surviving kingdom on the continent.  Its residents are mostly wood elfs, but a core of High Elfs rule the land.
   Today the kingdom is still friendly to the lands of the kingdoms, and in a time of need will aid them, but it is more aloof than before.  They do not allow outsiders into the land without permission, though they do trade freely with outside lands.  Still, for most the kingdom is a great mystery to the rest of the kingdoms.
   Elyan is less militant than their brothers in Elindol.  For their army they maintain a small border guard which makes sure that no one crosses into their lands.  Still, in times of need a large force can be mustered in a short amount of time.


Embar, The Free Nation of

Capitol:  Exton, Pop. 8,800
Population:  229,000  most are human or halfling.  There are many gnomes and elfs, and
                   many of the races from Eldarwood.
Language:  Oerthean.  Many also know Min.
Government:  Council of Lords with a High Lord nominated by the council.
   Embar is a relatively new kingdom on the Oerthian Sea.  The area has been populated for centuries, but the population was sparse, and widely separated.  It was a very wild land, and as the population grew, more areas came to have a local government.  There was a great deal of petty wars between the governments, so finally a central government was needed to control the land, so a council was elected.  It was decided that the local areas would still control themselves, but a council of elected elders would control national politics, and would intervene on a local level when needed.  This government is still in force, though over time more and more power passed to the central government.  This has helped the growth of the land.
   Embar's military is totally voluntary.  A person can enlist in the army for 2 years and the navy for 3.  The pay is very fair.  After their term is up, they can stay in and after fifteen years they can retire and receive regular wages for 10 years.  They also have the option to stay in for up to 40 years.  If they do, they will be paid for the rest of their lives.
   The military is very well trained and well equipped.  The main force of the army is the infantry.  The standard infantryman is armed with a spear, short sword, chain mail shirt, medium shield and a pot helm.  There are also lighter and heavier infantry as well as cowmen, and cavalry.

Eria, Kingdom of

Capitol:  Lanadam, Pop. 11,000
Population:  175,000  Mostly human but there are elfs in the woodlands and dwarfs in the
                   highlands.
Language:  Brelond, Eastern and Sylvan are all common.
Government:  Hereditary king.  Currently a regent rules till new king comes of age.
   Eria is the land where sorcery first originated.  It was during the dark days at the beginning of the age.  It was during the time when an unknown invading army occupied the land.  To this day no one knows where the army came from, but it is known that they did worship the Dark Queen.  Since that time Eria has maintained closer ties with the mainland.  They have grown to be a wealthy kingdom, this is because of the mineral rich mountains, and fertile plains.  Sorcery may still be found on the island, though the mages guild has reached the island.  Because of the favorable influence of sorcery on the island, the kingdom has somewhat limited the power of the guild.  The people of the kingdom use magic more freely than any other human kingdom on Greater Arafran.
   Eria maintains a good sized standing army, and also a navy.  The navy is not as powerful as Braegor's, but it is the largest in the area.  


Esanolia, Country of

Capitol:  Manila, Pop. 21,000
Population:  287,000 primarily human
Language:  Pranish and Eastern
Government:  Military dictator
   Esanolia was once a province of the kingdom of Lantari.  When Lantari disintegrated it became an independent nation as did all of the kingdoms.  It has always been more removed than the other kingdoms, but when Ral Torath invaded, the royal bloodline was corrupted.  The kingdom drifted farther from the other kingdoms.  In 1502 there was a revolt in the kingdom and the military took over.  The general of the army took command, and the power has remained with these soldiers ever since.
   Now, Esanolia is a very loosely ruled and wild land.  The government rarely reaches out of the larger cities, and even then, if the price is right they will turn their backs.  The country has therefore become a haven for pirates and thieves.  They have little dealings with other kingdoms.
   The army of Esanolia is fairly large, but highly unorganized.  In the event of an actual war most would probably desert quickly.  There is little chance of this though, as the government is too poorly organized to wage a war.

Free States, the

Capitol:  None
Population:  862,000 mostly human though there are some communities of halflings and  
                   gnomes, and goblins travel the area.  Moramwoood is also home to elfs.
Language:  Primarily Eastern though some do speak Pranish.
Government:  Each city is ruled independently.  There are some who would unite the land,  
                      but this has yet to be done.
   When the last king of Finavarra died, there was no clear heir to the throne.  Many swore to have the royal blood, and tried to grasp the throne.  This resulted in several petty wars, and eventually the kingdom disintegrated as each family took their own lands.  Today, the kingdom is all but forgotten to most, as each city rules its own destiny.  For most the quest for a king is all but forgotten.  Now, each city and petty ruler disputes over who owns what farm, and small conflicts are constantly ensuing.  Most of the time these conflicts are small and inconclusive, but occasionally one lord will go so far as to attack one of the major cities.  Some long and bloody sieges have followed.  The land was, and still is famous for its fine wines.
   Despite the constant conflicts, the area still remains wealthy due to its exports and merchants.  Most cities maintain only a small army, but as the prospect of war nears, they will often hire mercenaries.  It is a place where a good warrior can become quite wealthy, if he can live long enough.

Friesland, Confederation of

Capitol:  Laherin, Pop. 5,200
Population:  279,000,  mostly human, but halflings and gnomes are common.  There are
         also some dwarfs and elfs.
Language:  Eastern and Pranish
Government:  An elected representative from each district for a term of 4 years.  They
                     elect a senior representative amongst themselves.
   Friesland is a small, almost backward country.  They are the least developed of all of the Kingdoms.  This is a land where the people live on farms or in small communities.  They produce hardly anything other than farm goods, but this they do in great quantity, for the land is very fertile here.  The people are quite content with this life, and see no need for anything else.  Though not rich, most live a very comfortable life.
   One reason for this comfortable life is that the nation maintains only a very small, and lightly equipped army, so the tax rate is very low.  This army is mainly used as a police force, though in recent years they have begun to watch their southern border with Esanolia.  In times of war, though this country is rarely in war, they trust mainly to their stronger allies for help.

Gibeon, The Kingdom of

Capitol:  Ran Teriak, Pop 19,000
Population:  1,230,000 mostly human with many halflings, gnomes, goblins and dwarfs.  
                   Near the border with Elyan there are also elfs.
Language:  Eastern and some Keshian.
Government:  Kingpriest, defender of the faith.  A priest called as king.  Often hereditary.
   Gibeon is the most wealthy and powerful of all of the Kingdoms.  There are two reasons for this.  One is because of its extremely fertile lands, and the other is because it is the home of the Church of Light.  The city of Echelon is the second largest city on the continent, and though it is not the capitol of the country, it holds the Great Temple of Pallar, the main college for the mages guild, and it is one of the largest trading centers in the world.
   The land is heavily populated with farms dotting the countryside.  There are a few large cities, and several smaller ones with towns plentiful.  The people of Gibeon are generally wealthier than other countries, and they are very proud of their heritage, and the fact that they are one of the main religious centers of the world.  Pilgrims come from all over to visit the temple in Echelon, so the roads of the country are always busy, as are the ports in all of the cities.
   The military of Gibeon is world famous.  The legions of Gibeon have marched into almost all of the conflicts in the east, and have always performed extremely well.  Their army is large, well armed, and among the most disciplined in the world.  They are a strong supporter in the Northern Alliance.

Greenland, The Country of

Capitol:  Alor, Pop 4,100
Population:  128,000  mostly human, but many dwarfs live in the highlands.
Language:  Eastern
Government:  Hereditary king.
   Greenland is a kingdom that has clung tightly to its origins.  The inhabitants are the clansmen of Greenland.  At one time they also occupied Mirilandi and Astora.  There are thirteen clans remaining in the kingdom.  The king is from the largest clan.  Each clan controls its own area, and for the most part rules its own lands.  These clans are often at war with one another, and even within the clans, the different families will war with one another.  The kings of the land have never intervened to stop these wars unless they threatened their own holdings.
   The people of the land are farmers, cattlemen and shepherds.  Cattle is their largest export, and this is often what their petty fights are about.  Most men learn the use of arms, and the younger men are anxious to prove themselves in combat against their neighbors.
   The military of the kingdom is feudal in nature.  Each household has a lord who maintains a group of Riders(regular soldiers).   When the head of a clan needs help he can call on all of the lords of his clan.  Likewise, when the king needs soldiers he will call on the clans.  In addition many of the people of a household will be conscripted as foot soldiers when the need arises.  The lords are also fond of hiring mercenaries to supplement their riders.

Great Keshi Empire, the

Capitol:  Imperial City, Pop. 1,012,000
Population:  13,500,000   
Language:  Keshian
Government:  Emporer who is supposed to be Imortal,  Imperial Senate.
   The Empire of Kesh is the largest country on the continent.  It is also the most technologically advanced.  This is due in part to their beliefs.  In their system of beliefs, they do not acknowledge the gods.  They instead have a State Religion which worships the "New Gods".  These gods stay out of the affairs of man.  They do not care.  They have appointed the Emperor as their emissary, and they have given the people the scientists who continually work to make the Empire strong.  They feel that the worship of other gods, or the use of magic would jeopardize this knowledge, so both are banned within the country.
   The empire has had several very useful inventions, but the two most influential are Firepowder and steam engines.  Firepowder and the weapons that it powers has made the empire one of the most feared armies in the world.  The discovery and use of Firepowder is several years old, and yet the secret of its manufacture has never escaped Imperial city.  This is because the Empire keeps extremely tight control of all of it's scientists, and inventions.  The scientists and inventors of the empire are kept in a separate city located in one of the valleys of the Barrier Mountains.  These scientists are treated with extreme care, but they are also required to stay within the city in order to protect the secrets of the empire.  It is possible for one to buy Firepowder if that person should look hard enough, but the secret of how it is made is only known to those who live in the hidden colony of the scientists.
   The empire is very expansionist in theory.  They have established colonies in the southern continent, and even in the north where they can.  Their army is geared towards this.  It is large and well armed.  To be a part of the army is almost every boy's dream, because the tales of how the empire arose is told to all.  Therefore, there is rarely a lack for bodies.
 
Isara, The Kingdom of

Capitol:  Isa, Pop. 8,900
Population:  189,000 humans with some halflings goblins and elfs.  In the mountains  
                   dwarfs may also be found.
Language:  Eastern
Government:  Hereditary king.
   Isara is another one of the places where the Yolani have settled down.  In fact, it is the first group of this race that has settled down.  The kingdom was formed in the early days of Lantari when Arachias granted these lands to the riders of the plains for their aid to the kingdom.  At the time it was one of the most northerly of the Realms of the kingdom.  Now it is one of the most southerly of the Kingdoms, and the people still hold true to their origins.  Most are farmers or ranchers, and from here they produce some of the best war-horses in the kingdoms.  Horses are still one of their greatest loves, and though they have settled into one land, they still live a semi nomadic lifestyle.  During the winter they will dwell in the cities and towns, but in the summer they will go back into the countryside to raise their livestock.
   The king of the land maintains a small army mostly composed of cavalry, but in times of need many more riders will come to the aid of their land.  This is not an organized militia like in Calahorn or Yohand, but simply men who wish to defend their lands.  The only truly organized part of the army will be the kings troops which will be a few thousand riders.

Kanjayar,  The Country of

Capitol:  Jinyu,  Pop. 9,700
Population:  1,052,000  very diverse population
Language:  Moragoth, Akafi, and Orkish are all common.
Government:  King.  Currently, there is no king, but several powerful lords are in
                     competition for the throne.
   
Kanjayar is the most populous of all of the lands of the former Manathian Empire.  However, Kanjayar is in truth a slave kingdom to Ral Torath.  The armies of Ral Torath give the king his power, and the lord that finds favor with the rulers of Ral Torath will eventually become king.  The people of the land are almost slaves to the high taxes these lords charge to feed their own greed, and the duties paid to Ral Torath.
Kanjayar is a fairly fertile land, and exports food products to much of the rest of the Manothian lands.  It's people are mostly uneducated, people enslaved to a small number of wealthy landowners.  Kanjayar is the heart of the slave trade which dominates the old Manathian lands.  It is estimated that as many as 60% of the citizens of this land are slaves.
   Kanjayar maintains only a token army.  Their true defense lies in the armies or Ral Torath.

Kharalan,  The Kingdom of

Capitol:  Kragen Dawar,  Pop 169,900
Population:  530,000 mostly dwarfs, though some other races can be found.
Language:  Khas, Eastern, Naemarin, and Keshian are all common.
Government:  One king from the house of Balwan, and a lesser king for each house.
   Kharalan is the kingdom of the dwarfs.  It is the oldest and largest of all dwarven settlements, and the only place in which the dwarfs rule.  Though most of the dwarfs live in subterranean cities, there are still some large above ground settlements.  This is the area in which the other races of the kingdom dwell, for the dwarfs do allow others to live in their land.  
   The kingdom is in an idea area.  The gap of Kharalan is just about the only land route from the East to the West.  The dwarfs maintain great roads with nice wayhouses along the way.  They charge a very reasonable fee for the use of the roads, and most merchants pay with only a slight complaint since any other route would take twice as long.
   In war, there are almost no better warriors than the dwarfs.  Almost every male is trained as a warrior, and if the need arises one quarter of the population will come to arms.  If their homeland is in danger, even the women will fight, and fight very well.  Still, only a small army is maintained at all times.  They are placed along the borders with a small contingent at Kragen Drawar.  The only cavalry maintained by the kingdom is manned by the human soldiers in the army.  These are mostly lighter cavalry used as scouting units.

Melkor, The wastes of

Capitol:  None
Population:  Unknown
Language:  Orkish mostly
Government:  The strongest shall rule
   Melkor is not truly a governed kingdom any longer, but it is a haven for orcs and other foul beast.  This land has always been a bane to the kingdoms, and particularly to Calahorn.  Though many attempts have been made to purge the land of evil, none have succeeded.  The land is a broken, and tortured terrain allowing areas where a small army can lay unseen.  Even worse though are the almost endless warrens below the land where the one time lord of Melkor dwelt.

Mirilandi, The kingdom of

Capitol:  Caerlyn, Pop. 31,000
Population:  897,000  Humans with many halflings, elfs, and gnomes.  The mountains are
                   the home to a couple of large dwarf cities.
Language:  Eastern and Sylvan.
Government:  King.  Usually hereditary, but must be able to wield Calwyn's sword.
   Mirilandi is one of the strongest supporters of the Northern alliance.  It also has one of the fairest governments in the kingdoms.  Most of the citizens are very free to do as they please, while the lords are governed as how they can treat the citizens.  Occasionally some local rulers may try to abuse their powers, but the legal system of the land has always proven fair.  The kings of Mirilandi are traditionally very strong leaders, with a great deal of Dragonlord blood in their systems.  Every king can trace their lineage back to Calwyn, the last of the HighLords of Mirilandi in the old kingdom of Lantari.
   The army of Mirilandi is large and well disciplined.  The Knights of Mirilandi are the shadows of the Dragonknights.  Since the fall of the Dragonknights, they have tried to maintain the disciplines, and dedication of the Dragonknights.  The Knights of Mirilandi are few in number, but are respected throughout the kingdoms.


Northbiria,  The lands of

Capitol:  Pranctar, Pop. 9,300
Population:  1,125,000 humans, though there are also darker creatures in the forests and
                    highlands.
Language:  Grammath and Naemarin.
Government:  Each tribe has a chieftain, and the largest tribes chieftain supposedly rules the others.  In truth though it is rare that the ruler can unite the warlike clans.

   Northbiria is a vast, sparsely settled area along the Sea of Light.  The people of this land are truly barbarians.  For the most part they live in clans, and are often at war with one another.  Their worship of the darker gods has often set them at odds with the other lands of the area.  
   The lands produce no noticeable exports.  Instead the inhabitants make the greater portion of their profits by raiding other lands, or even their own.  The Northbirians delight in conflict.
   There is no true army for Northbiria.  Most men are warriors, and will fight fiercely for their lands, and for fame.  To them to die in battle is to reach heaven.  On those few times when one leader has been able to unite the land, the Northbirians have mustered an extremely large, if undisciplined, army.

Nam Brakar- The kingdom of

Capitol:  Akbar, Pop. 8,900
Population:  309,000 mostly nomadic humans.  Many orcs and others in the mountains.
Language:  Moragoth.
Government:  Hereditary king.  Each tribe takes care of its self, but in time of war will
                     come to the king.
   Nam Brakar is another slave state to Ral Torath.  Though the country is independent from the other, it still pays a high amount of tribute to Ral Torath.  Since they do pay tribute, Ral Torath has not seen the need to invade, as this would be very costly.
   The people are somewhat nomadic, and can be very fierce warriors if provoked, but powerful allies if treated right.  In the south of the land, the Dreerwood, which extends into Ral Torath is a very feared place by the inhabitants.  None who enters that forest returns.
   The actual standing army of the country is small, but very competent.
                 
Ral Torath, The kingdom of
Capitol:  Magh-Santa, Pop. 37,500
Population:  2,535,000  mostly humans with orcs and other creatures scattered throughout
                    the mountains.
Language:  Moragoth
Government:  Supreme Emporer.  Religious center of old Xak Manoth Empire.
   Ral Torath is a very strong militant state.  It is the heart of the old Xak Manoth Empire, and is still the center for the Dark Religion.  In Magh-Santa the main temple to the Dark Queen stands.  This country alone holds tightly to the beliefs and goals of the old empire.  They try to reunite the old empire, and are slowly succeeding.  Everywhere in this land, the reek of evil can be found.  The presence of the Dark Queen fills the land, and most of these people are her willing subjects.  The ruler of this land keeps the title of emperor and slowly is reforming the power of the empire to rule the world and free the Dark Queen to take her place of power, and take the emperor to be her consort.
   The army of the kingdom is very large, and constantly growing.  The funds for this military is gained from tribute from the kingdoms tributary lands.  These soldiers are often very fanatical in their worship of the Dark Queen, and will gladly die fighting for her.

Sea Lords, The

Capitol:  Anumora, Pop. 8,900
Population:  51,900  mostly human, but many other races are present.
Language:  Min and Oerthean
Government:  High king ruler, with each island having their own ruler.
   The Martol Islands have long been used by raiders from the south as safe havens from the fleets of Kesh and Embab.  With time many settlements sprung up in the islands, and eventually pirates began to use them as bases.  With time the islands grew and one area would war on the other as normal pirates would.  It was then that several of the pirates got together and decided to make an alliance.  Eventually that alliance grew to include all of the islands, as well as part of the mainland.  At that time the area was called the Holds of the Sea Lords.  Eventually they named one as their king, and the islands became a kingdom.  They still call themselves the Sea Lords.
   Not a whole lot has changed in their lifestyles.  The Sea Lords still make their living as pirates.  Now they raid the ships of the south as well as those of the north.  They have become quite a bane to Keshi's ships, but are now strong enough to keep Kesh from destroying them, and at times they have proven to be useful allies.
   The Sea Lords defenses lie in their offensive powers.  They have by far the strongest, if unorganized navy on the Minamara Sea.  Most of their coastal cities are also strongly fortified, though their armies are not large.  

The Shires

Capitol:  Home, Pop. 4,500
Population:  250,000 mostly halflings, but there are some humans, gnomes, goblins, and
                   even a few dwarfs
Language:  Oerthean.  At one time the halflings had their own tongue, but now it is mostly
        forgotten.
Government:  Each individual town has a mayor, and once a year the mayors have a
meeting in Home and elect a head mayor who handles national problems for the year.
   The shires are the homeland of the halflings.  When the first men migrated to this area the halflings were already there.  They have never been a very ambitious race.  They have always been content to stay in their lands and maintain their small farms.  Thus when men reached this area, the halflings were mostly settled in the area they called the shires.
   The shires are a very quiet and peaceful place.  There have been a few times in the past when danger threatened them, but somehow they have always survived.  
   The shires maintains a small border guard, and each village has a sheriff and a few "honorary" deputies.  This means a few men who will drag their friends home when they get too drunk.  For the most part the halflings trust to their neighbor and friend, Embab for help.  Still, if their land is threatened, the halflings have been known to fight very aggressively.

Wolfman Empire, the

Capitol:  Holdam-Beam, Pop. 45,900
Population:  2,221,000 wolfmen.  There are also many other races scattered about.
Language:  Waer and Eastern.
Government:  Hereditary Emporer.
   The wolfman empire is one of the greatest threats to the kingdoms.  At least that is what the people of the kingdoms believe.  After the great wolfman invasion, there are many who see the wolfmen as being evil.  This is not true, but the belief has served to strengthen the animosity between the wolfmen and humans.  In truth, there are many that long for the warm, fertile lands of the kingdoms, and it was because of these few that the great invasion happened.  The people who live closest to the wolfmen have found that they are not evil, and in fact there are many humans who safely live in the wolfman lands.  Still, there is enough hatred that there is a great possibility of another war.
   Nearly every wolfman is a powerful, and skilled warrior.  They are among the most feared warriors in the world.  When the wolfmen do go to war, it is quite possible for almost half of the population to join in this army.  That is a harrowing thought for the people to the south, so they try hard to keep the fragile peace.


Yohand, The kingdom of

Capitol:  Resh, Pop. 12,800
Population:  202,000
Language:  Naemarin and some Eastern.
Government:  Hereditary High King.
   Yohand is the last place in which the Yolani have settled in.  They came to this land at the request of the wizard Gondolin during the war with Zolog.  They grew to love the land and have settled here.  They have built some cities and towns, but still are somewhat nomadic in their lifestyles.  They allow their herds to roam freely about the land, but now they do stay within the borders of their kingdom.
   They are close allies with Birian and Elindol, as well as Aerland.  They are on good terms with Kharalan.  They are constantly at war with the Northbirians.
   Their military is organized in the traditional Yolani fashion as is Calahorn's.  They maintain a small regular army.  The bulk of the army are the "musters".  All men at the age of seventeen join the muster till they are twenty five, though they can stay longer.  The population is divided into three musters.  Each muster is active for four months.  Most of these men stay near their homes, but train during this time.  The rest are sent to outposts for garrison duty.  When there are signs of danger the whole muster will be sent to the outposts, and if the need arises, the king will call for the other musters to be mobilized.
 
Zantyl,  The Country of

Capitol:  Zan Masha, Pop. 29,000
Population:  2,257,000
Language:  Moragoth.  Many tribes speak their own dialect.
Government:  Hereditary King
   Zantyl is a close ally of Ral Torath, though they are not a subject state.  They are the largest of all of the old empire countries.  For a long time this was the strongest remnants of the empire, but with the growth of the Keshi Empire, their power has began to fade.  They are still a very formidable land, and though they have lost many battles to the Keshians, they still stand strong.
   A large portion of the people of Zantyl are poor nomads who dwell in th Zantyli Desert.  They are fiercely loyal to the king though, and when needed make fanatic soldiers.  The kingdom has a fairly large, if somewhat poorly equipped army.  When they do go to war, they will raise vast numbers of auxiliaries, most of which will be the nomads.  They will send these into battle first to weaken the enemy, though the cost in lives is immense, then they will commit the regular army.
[/spoiler]

 Map of Kesumi
 [rlink=../../e107_files/public/1216237353_529_FT0_world_of_kesumi_largel.jpg][/link]

Matt Larkin (author)

Outstanding map landorl.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Steve Landers (Landorl)

Thanks for the comments.  I have been working on the maps for a while over at the Cartographer's Guild, and I am not wanting to start posting my campaign world.

Kindling

I would love to read through what you've posted so far, but - and don't take this as an insult, please - it just doesn't interest me. Personally, I find nothing more boring than reading through a creation myth and years of history involving Dragonlords and ancient elves. But, that's my problem, not yours. Your work is probably great, and when you post some other aspects of your world, ones that I have more interest in, I'll definitely come back and read through it, and give you what feedback I can.
all hail the reapers of hope

sparkletwist

Kindling has a good point, though. Sometimes it's not always best to start at the beginning. There should be a hook, something to draw readers in.

Kaptn'Lath

in regards to hook the "official" template might help, just put at the top and then post however you want, it was designed just to hook a reader or give him/her the most wanted info to decide either to read or not, without interfering with how the poster wants to lay out the bulk of the information

The Stat-block

Title: [Name]
System: [system + modifications]
Theme/Tone: [What the world is built around, and how it should be read.] (But you were the one who wrote the Guide article about if i remember so you might have a better description)
Inspirations: [Things you have been inspired by]
Technology: [Level of technology]
Religion: [What position religion has]
Magic: [What position magic has in the campaign]
Ecology/Races: [What creatures exist in your campaign (short description)]
Cosmology: [Planes]
Geography: [Basic layout of world]
Points of Interest: [Things you want the readers to look at first]
Links - [relevant links]
[X] Words - [A few adjectives describing your campaign]
Finished Map Portfolio:
 http://forum.cartographersguild.com/showthread.php?t=5728
 http://forum.cartographersguild.com/showthread.php?t=5570

\"The first man who, having enclosed a piece of land, thought of saying, This is mine, and found people simple enough to believe him, was the true founder of civil society.\"

Sandbox - No overarching plot, just an overarching environment.
   
Self-Anointed Knight of the Round Turtle.

Steve Landers (Landorl)

Thanks Lath!  I will use that and update that sometime this weekend.

My world is nothing revolutionary, but I do have a lot of areas detailed out, so hopefully as I start adding the details, then things will become more interesting.

Xeviat

Landorl, I actually really like your creation story because it is classical and fantastic. I'm also very impressed by your map (will you take me under your wing? I need help with mine). As you say, your setting isn't anything revolutionary, but I believe the level of detail you put into things will make it an excellent world for your players.

It is very important in the beginning to point out the conflicts and stories of your world. Your mythology does leave a couple, with the formation of the good and evil gods being primary. The fact that the gods come from the same source does make the setting different from the current 4E norm.

And while your setting does give us an explanation for how divine magic works and when it came into being, the setting doesn't seem centered on a specific rule system. I believe that is good for setting design.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Steve Landers (Landorl)

Thanks Kapn.  Most of what I have learned about maps has been over at the Cartographer's Guild.  Also, Photoshop is an incredible tool to work with.  You can also produce some great maps with CC3 if you spend some time with that.

Matt Larkin (author)

Those settings that stick to genre classics like elf and dragon wars are often less interesting to read about, so you may find fewer reviews. But they can also be great settings for your players; such things become classics for a reason. What makes an interesting read is not necessarily the same as what makes a good play environment.

Best of luck.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Xeviat

I've read up on Cartographer's Guild a bit, and used some of their guides to make nice coastlines and such, but right now I'm just trying to figure out a nice way of handling a good look to the map as well as layers for climate, elevation, and biomes.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Steve Landers (Landorl)

I tried to ammend my previous post and add this in, but for some reason I couldn't.  Maybe I had reached the max size of a single post?

[spoiler=The People of Greater Arafran]
The Races of Kesumi [note]The stat modifiers here are for the CODA system - which was the system that was used in the LOTR RPG by Decipher Games.  Unfortunately, that game system is now defunct[/note]
The races of Kesumi can be divided up into two categories, the Greater Races, and the Lesser Races.  The titles do not indicate that some races are more powerful than others.  Instead, this is to show how the races are distributed globally.
The Greater Races would potentially be found anywhere in the world, where as the Lesser Races have a tendency to be located in either a small geographical area, or on one continent only.
Another further distinguishing mark is the fact that the Greater Races either existed from the time of the Creation, or were created when the Alvari were still united.
There are a large quantity of the Lesser Races, and some of these races are quite rare, and so it is quite difficult to catalog them all, but the Greater Races are far fewer, and so this document will focus on them.

Dragonlords
Origin
The Dragonlord People are said to have existed before the world itself was made.  Many scholars believe that the Dragonlords alone were created by the hand of Yaru.  In the early days of the Age of the Gods, the Dragonlords were able to freely move from one world or dimension to another, but something happened before the God Wars, and the Dragonlords stopped journeying.  Some believe that Yaru took away their ability to pass across the worlds.  Others think that they became so bound to one world that they forgot how to travel.  Then, at the beginning of the God Wars, another event happened that changed the Dragonlords.  The females of their race disappeared.  None know what happened to them, but many say that Yaru moved them to another world, so that the Dragonlords would not grow in numbers.  Others believe that the females, who were always softer in disposition grew tired of the violent ways of the men, and left on their own.
Either way, the Dragonlord people are now a dying race because there are no females to bring any more children to them.
However, since those days, many Dragonlords have taken mates from other races, and those Dragonlords who have wed a High Elf, have sometimes produced an offspring who is nearly as powerful as the Dragonlords, and who is also unaging.  It seems that only an elf who freely weds herself to a Dragonlord can produce an offspring, for their has never been a know instance of an elf that was forcibly taken who has created an offspring.
Dragonlords have mated with other races and produced offspring, but no other races have produced an unaging offspring.  These others have had greatly enhanced lifespans, and have had some of the powers of the Dragonlords, but they were only a shadow of their fathers.
In fact, anyone who is descended from one of these offspring seem to have a greater aptitude for magic, look fairer and often have lifespans beyond those normal for their race.  Many even have the ability to bond and communicate with dragons, though none other than a full blooded Dragonlord has the power to command one.

Humans
Origin
The human people of Kesumi were one of the early races to be created.  The first humans were created and placed in the lands that they would "awaken" in.  There were twelve groups spread out through the world.  Each group was placed in a small area where they came into existence.  Through time those groups slowly expanded and settled in new lands eventually even making contact with the other groups.
Racial Groups

1.  Yolani
 The Yolani People are a tall, fair skinned and light haired people.  They tend to have blue are green eyes, though some do have brown.
From the very beginning of their days they developed a natural relationship with the horses of the high Keshian plains.  They became some of the greatest horsemen in the entire world.  They are proud of their heritage and cling tightly to it.
Strength +1, Vitality +1,  Born to The Saddle

2.  Kelvarians
 The Kelvarian people are of average height, and of medium skin colored.  They tend to have dark colored hair, and brown to grey eyes.
The Kevarians are one of the more isolated human races.  They awoke in the Kelvarian islands, and spread throughout those lands.  However, it was many centuries before they encountered others.  They are a relatively peaceful people that were, for the most part ignored by the Dragonlords.  As a result of their isolation, and peaceful existence, they are one of the more primitive people in the world.  Still, in recent years the more warlike Unali people have started raiding the islands, and other societies are discovering them, so the Kelvarians peaceful existence is beginning to change.
Nimbleness +1, Vitality +1, Wits -1

3.  Prentolini
The Prentolini people are of slightly shorter than average height.  They are a darker colored people with black curly hair, and dark eyes.
The Prentolini people have been one of the most aggressive people in their expansion across the world.  These people have moved all across the southern continent, and can even be found in the northern continent.  At times their expansion has been peaceful, but they have also warred with the Anasati and the Darnathi people.  
They have expanded so far that some of their subcultures have developed to the point that they are barely related to their original culture.
Nimbleness +1, Vitality +1, Aura -1

4.  Anasati
The Anasati are a darker colored people with long dark hair and dark eyes.  They are of average height, though they tend to be rather lean.
The Anasati are a tribal people who have broken up into several tribes that at times war against each other.  They have only spread out a short distance from their original homelands, and have had violent relations with almost everyone that they have met.  
Their culture is quite superstitious, and they view any new changes as being dangerous, and as a result, they are a rather primitive people.  However, they know their lands like none other, and any invaders have found that it was almost impossible to fight them in their own lands, and when invaders do come in, the tribes would band together to fight them.
Nimbleness +1, Perception +1, Vitality +1, Wisdom -1

5.  Unali
 The Unali are a short bulky people with very fair skin and blond or even white hair.  Their eyes tend to be light blue or grey.
The Unali are native to the northern continent of Unalaki.  This is the coldest, habitable land of Kesumi.  Their society has been focused around the lowlands in the south.  They have also taken to the seas quite well.  They are a society that holds great regards for warriors, and as a result are an aggressive people.  They are also fairly superstitious with intricate ceremonies honoring the spirits of their forefathers.  Their seagoing adventures have brought them into contact with the Kelvarian people, and in recent years as far as North Arafan.
Strength +1, Vitality +1, Aura -1

6.  Hierlinas
 The Hierlinas people tend to be somewhat short but powerfully built.  They have medium or fair skin, but dark or red hair.  Their eyes are usually brown, though green or grey are not uncommon.
The Hierlinas people have almost disappeared as a race, merging with the Lanarians and the Yolani people.  They are a society focused around their clans, and they were centered in the highlands between the Low Wall and High Wall Mountains.  Still, scattered groups do still exist in the highlands of Grierland and Astoria, and they are the predominant people on the island of Eria.
Vitality +1, Perception +1, Wisdom -1

7.  Manarians
 The Manarians are of average height and build.  Their skin color is dark to medium, and their hair is dark brown or black.  It is usually quite straight, but there are some who have curly hair.  Their eyes are almost always dark, though there are many with dark blue eyes.
The Manarians were the race of people chosen by the Dark Queen and her Dragonlords as their chief servants in the fight against the kingdom of Lanari.  For many centuries these people were used as slave soldiers, but as the numbers of Dragonlords declined they made their way into the ranks of leadership.  As a result, by the end of the Dragonwars, the Manarian people were one of the more advanced people of the world, though they were often held back by their religious enslavement to the Queen of Darkness.
Strength +1, Vitality +1

8.  Lanarians
 Lanarians are of average height and medium or light complexion.  Their eyes have a great variety of colors, though brown is the most common.  They can have light or dark colored hair.
The Lanarian people originally settled in the Lanri plains.  They were the people who first joined with Arachias as he founded the Kingdom of Lanari.  They are proud of their freedom and history, and will fight to protect it, but at the same time they are one of the most open and peaceful people in the world.  They are also one of the more advanced races, and their society was the birthplace of the Church of Light.
Bearing +1, Vitality +1

9.  Kesani
 The Kesani people are of average height and build.  Their skin is a medium flesh tone, and their eyes tend towards brown or green in color.  Their hair is often brown, though many have lighter colors.
The Kesani people have spread throughout the lower Keshian plains and even to the southern continent.  They are the people that make up the Empire of Great Kesh, and they have traveled to almost every corner of the continents of North and South Arafan, and even to the lands beyond.
Bearing +1, Vitality +1, Aura -1

10.  Westerlings
 The Westerlings are a tall people, with fair or medium flesh tones.  They have brown, red or sometimes blond hair.  Green or grey eyes are the most common, but blue and brown are not unusual.
This group of people quickly dispersed over a large area, and for the most part has developed into several different groups.
In the east, one group settled into the lands in and around the Black Forest.  This group became a highly violent and somewhat primitive group.  They are considered by most to be barbarians.  They are an extremely warlike group and have caused troubles for all the people located around the Sea of Light.  Fortunately, they spend a lot of time warring amongst their own clans or they could become a greater threat.
The other groups have developed into more of a peaceful people, though because of the constant threat of the barbarian tribes, they have learned to be potent warriors on their own.  
Almost all of these people have developed some affinity to the sea, and many of their settlements can be found within a short distance from the Sea of Light.
Strength +1, Vitality +1

11.  Orethians
 The Orethians are average to slightly below average in height.  Their skin is medium, but some have slightly darker complexions.  They usually have brown eyes, though grey or green are not uncommon.
It is said that the Orethians awoke within sight of the sea, and it has been a part of their blood ever since.  These people are some of the greatest sailors in the world.  They have traveled far and wide, and can be found in almost any part of the world.  They have founded numerous small kingdoms and cities around the Sea of Oreth, and some can be quite warlike, taking the roll of pirates and raiders, while others are a lot more peaceful.
Nimbleness +1, Vitality +1

12.  Darnathi
The Darnathi people are of medium or slightly above medium build and height.  They have fair to medium skin tones with grey or green eyes predominant.
The Darnathi people are the southernmost of all of the races.  They have explored and settled the farthest reaches of the world.
Their enslavement at the hands of the Dragonlords has shaped them to be a tough and at times brutal people.  They have learned what it takes to survive.  The few Dragonlords that made their homes in the deep south lived on far after the Dragonwars diminished the powers of their more northerly kin.  Still, with time the Darnathi people eventually rose up against them, and slew a couple of the Dragonlords, and the others moved on not caring to fight a war over such a useless land.
Now the Darnathi have begun to expand farther to the west and have met up with other races.  They have been suspicious at first, and at times have fought those that they meet, but slowly they have begun to open up to others.
Strength +1, Vitality +1
 
Elves
The elves were the first of the races created, but there were two separate "awakenings" of the elves.  The first group of elves is known as the Losalfar or elves of the Light.  These elves were the first race to awaken.  They first awoke in the great forest north of the High Wall Mountains.  These first elves were the closest match to the Dragonlords, and in fact, many were nearly as powerful as a Dragonlord.  They soon spread throughout the world as they were companions and servants to the Dragonlords.

The second group of elves was Awakened during the God Wars.  These were known as the Svartalfar, or Elves of the Darkness because these elves did not share the presence of the Alvari, and so did not have that enlightenment.  They were therefore far less powerful than they High Elves, however their numbers were far greater than those of the High Elves.  These elves were later known as the Sylvan Elves because of their great love for their woodland realms.

Light Elves Adjustments
Aura +4, Bearing +3, Nimbleness +1, Perception +1, Vitality +1, Wits +2
Light Elves Abilities
Light of the Alvari:  Because of their exposure to the presence of the Alvari, the powers of darkness have a lesser sway over them.  They receive a +4 bonus to resist fear or the powers of creatures of evil.
Lore of the Ancient:  Because the Light Elves have lived so long, their base of knowledge is massive.  They receive a special bonus of 6 to be distributed amongst their Lore skills.
Exceedingly Fair:  The Light Elves are the vision of perfection.  They receive the same effects as the Fair edge, but instead of a +4 bonus, they have a +6.

Sylvan Elves Adjustments
Aura +2, Bearing +1, Nimbleness +2, Perception +1
Sylvan Elves Abilities
Woodsy:  Sylvan elves have an even greater awareness of their woodland realms.  They receive a special +2 bonus to any one of the following, Survival, Tracking or Weather Sense.

All Elves
Elven Senses:  Elves are keenly aware of the power and nature of the earth, so they  receive the spell Sense Power as a natural ability.
Elven Rest:  Elves do not need to sleep, if they spend one hour in meditation, then they will recover all lost weariness.
Light of Foot:  Elves are much more nimble on their feet than other races.  They receive +4 to Stealth, and Acrobatics rolls, and are -4 when being tracked.
Swift Healing:  Elves heal at double the normal healing rate, and also do not receive any permanent scars.  In addition they are immune to normal illnesses and receive a +6 bonus to resist the effects of poison.

Dwarves
The dwarves were the creation of the Alvari , Bordru.  He crafted these small creatures to mirror his love for the things of the earth, and the art of creation.  With the help of the other Alvari the dwarves were given life, and their great skill in crafting became a great aid to the Dragonlords.  
The dwarves were created in five groups and each was sent to separate points of the earth where they were to come to the aid of the Dragonlords, and their followers.
At first, the dwarves worked dutifully for the Dragonlords, but as time went by many of the dwarves grew bitter that all of their hard work went to the Dragonlords.  Eventually, three of the five tribes rose up against the Dragonlords.  One tribe was completely destroyed, but two of the others won their freedom, and delved great cavern fortresses to defend themselves.
Of the other two tribes, one eventually split as part of the tribe fled from their Dragonlord overseers, and the other tribe stayed in the service of the Dragonlords until they disappeared.

1.  The House of Fauldor
This tribe was one of the first ones to rise up against the Dragonlords.  They were originally located in the central part of the Arafran Continent.  When they fought their war against the Dragonlords, many of their original homes were destroyed, and they were scattered throughout the lands.  The majority of the tribe moved further south and created several large underground cities in the lower Barrier Mountains.  However, it was the wandering dwarves of this tribe that incited the revolt of the other tribes.
+2 Strength, +2 Vitality, +1 rank in Survival

2.  The House of Greybeard
This tribe was located in the north of Arafran in what would eventually become the kingdom of Lantari.  When this tribe revolted they joined with the Sylvan elves of the region to go to war with the Dragonlords.  Together they fought a long and brutal war, but their kingdom of the north was eventually destroyed and the elves and dwarves scattered.
Eventually, this tribe founded the kingdom of Kharolias which has become one of the greatest dwarven realms anywhere.  Others have stayed in the Highwall and Lowwall Mountains, and have played a major role in the history of Lantari, and the Kingdoms.
+1 Bearing, +1 Strength, +2 Vitality

3.  The House of Ailock
Ailock's descendants were said to have been one of the greatest foes of the Dragonlords.  This tribe was originally located in the far northwest of Arafran.  When they rose up against the Dragonlords who controlled them, they did it in secret and with a plan to eliminate the Dragonlords.  Their plan was successful, and they managed to attack and kill about 25 Dragonlords who controlled the tribe.  When news reached the other Dragonlords, they were so shocked that such a small group could kill so many of their numbers, that they joined together to make war against Ailock's tribe.  The war was short and brutal.  All of the halls of Ailock's people were razed, and nearly the entire population destroyed.  A few managed to escape to join with some of the other tribes, but for the most part, the House of Ailock ceased to exist.

4.  The House of Baldor
The House of Baldor was started on the continent of Unduri.  They served their Dragonlords faithfully all through the God Wars.  However, during the Age of Dragons, many of the dwarves became disgruntled with their enslavement, and some tried to bring the dwarves to open rebellion.  Soon this caused a rift in this tribe, and eventually, some of those that remained loyal to the Dragonlords reported the rebellion to their masters, and some of the would be rebels were executed.
This caused a great rift between this house, and lead to a civil war.  Many of the rebellious dwarves tried to eliminate the loyal ones, but with the Dranonlords aid the rebellious dwarves were beaten.  The survivors of this rebellion fled from their homes, and many made their way to Bachilack where they founded new halls, and abandoned any ties with their former kindred.  Others build halls on the continent of Unduri, and continued a blood feud with their former tribe members.
When the Dragonlords fell from power, the original loyal dwarves also lost much of their power, but they joined with the Unali people and continued to war with the rebels of Unduri.

5.  The House of Zethok
The House of Zethok originally settled in the lands of Kalandrian.  They remained faithful to their Dragonlord masters who for the most part treated the dwarves quite fairly.
Through much of their history these dwarves had a quiet and prosperous history.  They spread far and wide across the continent and even to Kari-San.  However, when the Dragonlords began to disappear their lifestyles changed.  The Dragonlords who were left were more evil in nature, and eventually corrupted most of these dwarves.  The dwarves became the soldiers of the Dragonlords, and together they dominated Kalandrian.  
When the last of the Dragonlords disappeared from Kandrian, the dwarves lost some of their power, but continued to dominate a large empire.

Waerlings
No one is quite sure of the origins of the Waerlings.  Many believe that they did not exist during the Age of the Gods, as they were never known to have been servants to any Dragonlords.  Others believe that they did exist, but the Dragonlords overlooked them because they viewed them as an insignificant race.
That would have been a mistake though, for even though the Waerlings are a small people, they have a quiet strength and determination that has made them a numerous people.
Today, the Waerlings can be found throughout the world, but it is believed that they started out as one people somewhere on the continent of Greater Arafran.  They developed the ability to stay hidden from those around them.  The settled in quiet communities in remote area, though many often took to a life of wandering, but still managed to avoid the eyes of those around them.
The Waerlings are a short race rarely exceeding four feet in height.  They also tend to be lean and fit, though those who settle in a more settled area tend to put on weight quickly because the Waerlings have a great love for good food.  They tend to have fair complexions, though in some areas Waerlings exist with quite dark features.
Waerlings are an open people, they are friendly to those who are kind to them, but they have know some considerable cruelty at the hands of other races, and so are often quite slow to let others see them.  Still, once contact is made, if the people are kind, the Waerlings are almost always hospitible and warm.
The Waerlings have also developed into talented warriors over the years.  They excell at guerilla type tactics favoring ranged attacks and then fading away befor they can be attacked.  They have a natural affinity as archers or slingers, but they have also proven to be quite agile with swords and spears.
Most Waerlings are possessed of a natural curiosity.  The love to see new places, and often spend long portions of their lives journeying.  They will travel to some of the farthest reaches of the world, and quite often never be noticed.
The are a hardy race, and a universally "Good" race.  The Alvari Dianissa holds a special place for them, and many believe that she has granted special powers of protection to shield them.  She enjoys their warm spirit, and finds humor in the way that they journey with wide eyed wonder.
As time has gone by, the Waerlings have grown to be such a large race that more and more people are becomming familiar with them, and in fact the Waerlings now have a kingdom of their own on Greater Arafran.

Wolfmen
The Wolfman people were not originally created as one of the greater races.  In fact their origin is somewhat of a mystery.  Some believe that they were the result of experiments done by one of the Dragonlords in ages past.  Others say that this is impossible, and that they must have been one of the Alvaris later works.
Either way, the Wolfmen are included here because of their extreme adaptability.  They can be found all over the northern portion of Greater Arafran, though their major concentration is in the lands known as the Northern Wilderness.  In the eastern portions of the Northern Wilderness they have formed into a powerful empire that has changed the balance of power in the north.
The Wolfman people are a proud, and noble race, but to the outsider they almost seem savage, and uncivilized.  They are a warrior people who consider honor in battle to be of great value.  Still, the most honored people within their society are the wise elders, the keepers of the history.
The Wolfman people revel in their past and look to their future.  They remember the ancient days when the elves had a great civilization in the Norhtern Wilderness, and they hold elves in high regard.  In those days they were friendly with the elves until the Dragonlord armies destroyed the elfin kingdoms.
The Wolfman people are organized into several great tribes.  The tribes in the east of the empire are the most civilized, and have built some small cities in which they dwell.  In recent years they have even opened up trade with the humans to the south.  The western tribes are more nomadic.  They build only small villages, and often travel from place to place.  They are also less welcoming to outsiders.  They still remember the war with the Kingdoms, and are still quite bitter about that.  At times some of these tribes still raid into the lands to the south.
The appearance of the wolfman is a strange sight.  They are a tall people, many standing seven feet or even taller.  They are also quite strong and agile.  Their face and body are covered in fur much like the wolves that they are named after.  Their heads are very recognizable as those of a wolf.  Their arms are somewhat disproportionately long, and they end in hands rather than paws, though they still have claws like a wolf, and they have adapted a form of hand to hand combat that uses those claws to good advantage.  Their legs and feet are more like a human than an animal, though they are still covered with fur.[/spoiler]