Endirea
Planet: This is a planet with a climate as diverse and varied as it's citizens. There are two main continents on Endirea, Endir and Xatcan. Xatcan is the continent based on technological prowess, and is ruled by the Masters.
Countries and Territories:
Yllania:
This country is the second largest empire/kingdom on Endir. It is ruled by an imperial democracy, with trading routes encompassing the continent.
Geography: Yllania is comfortably situated in the center of West Endir with the mighty and bountiful River of Migdar running though the middle of the empire/kingdom. The capital city lies directly on the large river, as well as the main bridge from East Endir to West Endir. Yllania is protected on the north by the Cross of Migdar's raging waters, as well as the Deep Forest and, of course, the Great Plateau. On all other sides, Yllania is surrounded by neighboring kingdoms who are allies with the empire/kingdom.
Capital City: The great capital city of Yllania is Yllan, which spans the entire width of the River of Migdar. Practically the entire city is built on solid stone bridges, which were constructed in a joint effort with other races to form strong alliances, at least before the unfortunate Racial Wars. All trade is regulated by the Imperial Council, with numerous guards stationed throughout the city. Of course, merchants who just want to erect a stall can just go to their subsidiary District Trade Officer for permission. Yllan is the largest trade city on West Endir and possibly the entire world. Traders and adventurers come here from all over the continent to see the wondrous city.
Ruler: The current ruler is Queen Regent Rebecca III, who will rule as regent until the heir apparent, Michael IV, is of age. Rebecca III's stringent policies on trade have provoked much argument from the surrounding countries, but most have realized that the new policies actually reduce the amount of illegal trade, and increase legal import and export goods.
Important Cities and Landmarks:
Flinthaven: This city boasts a remarkable selection of trade items. The yearly Trade Season has numerous trinkets to exotic goods to be bought or sold. During this time, the guards that patrol the vicinity are as numerous as traders. In the center of the city is a huge makeshift trading center where the citizens congregate.
The Pentacities: Five mutually reliant cities that maintain little contact with the rest of the kingdom. They maintain a elite army that are renowned for their military precision in battles throughout the cities' history. Since the defeat of the Udgharian Pikemen, no army has dared attacked the Pentacities. The five cities are: Volnay, Trintan, Hul'dain, Tavish, and Dun'Vegan. Look on the seal of any fine lumber, and one will see Volnay's insignia on it. Their mighty lumber mills can be heard from miles away, as they process over 2000 tons of lumber per day. Though only a small part of the Pentacities, Trintan more than earns its share, with thousands of livestock exported every year. Hul'dain citizens are the diplomats and the potentiaries of the Pentacities. They provide the key link to the outside world, and conduct all trade matters. Tavish is the seat the Penta-Council, where all five cities are represented, and all government activity takes place. Their buildings are camouflaged with the surrounding forest. Just as the cities are designed to be mutually beneficial, Dun'Vegan relinquishes all of its civilian privileges so that the other cities may live in peace. It is a city of war, an impenetrable fortress. All training of their soldiers is there.
Lake of the Fallen: This freshwater lake has been sullied by the vast bloodshed that occurred during the Battles of Water. A monument to the fallen, and shrouded in legend, few ships survived there, but many travelers make a pilgrimage there to pay their respects to the dead. Sunken battleships still lie on the bottom of the lake, and expeditions have been sent out to retrieve the spoils, but not many have been successful.
Daros:
This kingdom is the only kingdom other than the dwarves that extends past the Great Plateau. It's wealth of knowledge as well as numerous grants of land, make Daros a well-known country.
Geography: The most prominent feature of Daros is the Swamp of Parsa, which takes up over forty percent of the kingdom. To the west lies only the great ocean, while to the east lies the Great Plateau. The dwarven kingdom of Alperonztoff'Kap is the only kingdom on Endir that is farther north than Daros.
Capital City: The capital city of Daros is called Darosian, and it is located near the border to the Free Plains. Darosian was built centuries ago with a long forgotten material, which has stood without deterioration for the entire time. Darosian is the only road from West Endir to the plains, without crossing the mountains.
Ruler: The kingdom does not have a heir, because of the unfortunate death of Artis II. The Duke of Specularum is the current monarch, but the Senate has greater overall power than him.
Important Cities and Landmarks:
Specularum: This northern city is the gateway from Daros to the dwarven kingdom. It's name means, literally, "thinking place." The city is a haven for weary travelers and intellectuals that travel north to the dwarves or south along the long road to the rest of West Endir. The Academy of Specularum is a prominent edifice in Specularum, spanning over a mile in width. Intellectuals from all over Endirea come to the Academy for anything from formal instruction to extensive research. The Duke of Specularum holds the throne of Daros if no heir is apparent, such as it is now.
Swamp of Parsa: This expansive marshland hosts a myriad of exotic wildlife, with a few tending on the dangerous. A military and settler camp set up by the nearby outpost of Parsa is on a constant mission to convert the now dangerous swamp to more arable farmland. Adventurers seeking excitement and treasure claim creatures as exotic as dragons and giant frog-men reside in the murky waters. Although these claims are as of now insubstantial, the Academy at Specularum state, quote, that these "rare and mythical creatures could exist in the Swamp, but it is very unlikely."
Parsa: This city/outpost is situated directly south of the swamp of Parsa. Soldiers and mercenaries are a commonplace sight in Parsa, as the nearby swamp provides much danger for people who live by the sword. The constable recompenses any adventuring souls who wish to take on a little military duty for the city. At any time of day or year, the streets are filled with such enterprising soldiers of fortune.
Zalport:
This kingdom is the only major seaport on East Endir. Zalport is also the only major seaport to provide ships that travel to the far tropics.
Geography: Zalport is located on the west coast of the peninsula of East Endir, with the Desert Empire to the immediate east and north. To the west is all the rest of Endir, and to the south is the Great Sea. Several independent trading islands to the south, including pirate-frequented ones, trade with Zalport, and indirectly with the Desert Empire.
Capital City: The capital city of Zalport is also called Zalport. It is the largest eastern seaport on West Endir. Almost half of the great city is the immense harbor. The harbor has stretched so far into the ocean that small neighboring islands have become part of the city itself. Zalport holds numerous expeditions to the wild tropical islands to the south, both military and mercenary. The Royal Navy is adept at keeping pirates and marauders from the close premises of the city, if not throughout the nearby sea.
Ruler: Zalport is ruled by an oligarchy, where all the council-members are respected members in society. Some of these members are former sea-captains, while others originate as far away as the Free Plains. There are usually approximately fifty members in the council, but because of retirement, death, and so on, the council chamber is not always full. Zalport has strict import laws, and no pirates or smugglers are legally allowed in their borders.
Important Cities and Landmarks:
Elbaron and the Trade Islands: To the south of Zalport are numerous trading islands, largest of which is Elbaron. Elbaron is the most loyal island to Zalport in the region, as the other islands are not particular of the history of the ships in their harbors. Elbaron also has a large garrison of Zalan soldiers near the city. These islands consist mainly of large port-cities, some having other natural landmarks, but most are leveled for living areas.
Alperonztoff
This fabled underground country of the dwarves is located in the north of West Endir. It's cities exist both above and below-ground. For decades after the Racial Wars, the dwarves lived only underground, waiting patiently for the Wars to end. Now the dwarves live and trade peacefully with all of Endir.
Geography: Alperonztoff is located directly north of Parsa, with the Great Plateau to the east and the ocean to the left. However, its cities exist both above and below ground, and these cities exist miles in every direction under ground. The country is divided into various regions. Portoff is the southern-most region, and Daylo is the most northern. The western coastal region is Ruxvux, and the eastern one which borders the Great Plateau is Querv. The largest region, and also the one situated in the center of Alperonztoff, is Nimoz.
Capital City: Alperonztoff'Kap is the capital city of the dwarves, both above and below ground. The name, translated, comes from the dwarven words "Alper," above, "Toff," below, and "Kap," center. The city above was destroyed during the Racial Wars, and has been built up almost as great now. The city is almost entirely made of stone and minerals. The underground passages and caverns stretch into many miles around. The main cavern is filled with dazzling gems and precious metals. The central palace is carved entirely of magical stone and metal, and glows no matter what the time of day.
Ruler: The ruler of Alperonztoff is always a patriarchal monarch, emperor, or Prime Citizen, depending on the haphazard government of the dwarves. Whatever the central government is, the ruler will always have come to power because of the respect and admiration of his peers. Dwarven women maintain that the ruler's wife is always the true power behind the throne. It has been true over the centuries that the ruler's wife has been an impressive woman, with great influence over court matters. The current title of the ruler is Friend-of-All-of-Us, and the ruler is a dwarf named Fogo. The government currently is a sort of polycracy/monarchy, with one monarch holding limited power over the rest of the dwarves.
The Desert Empire
The great Desert Empire is the largest empire on Endir, with most of its holdings barren desert, but with many arable lands as well. The Imperial Desert Corps are among the best trained soldiers on Endir. The Desert Empire has been involved in skirmishes with countries all over Endir, and has remained powerful.
Geography: The Desert Empire stretches from the Free Plains to the East Coast of East Endir, with Zalport directly south of the Empire's borders. The Gulf Cities and the Free Plains are to the west, while only the ocean lies to the east. The Hadalti River runs along the western border of the Empire, and many oasis are gathered along the river's borders. The great cities lie mainly along the Hook of the Desert, where the Hadalti River branches off into the Empire and arches until it eventually conjoins with the main river. The farther inland one goes into the desert, the more barren, and the more dangerous it becomes. However, many small villages exist in the wasteland, with inhabitants that live in the same place for their entire lives.
Capital City: The Imperial capital is Teverrah, which lies on the oasis in the north-eastern interior in the Hook. The capital has many levels, the slums, the suburban areas, the commercial areas, the "rich man's" way, the road where the wealthy of the city live, and the palace areas. The Imperial palace itself spans over a quarter of Teverrah, which by itself is one of the largest cities in the world.
Ruler: The current emperor is Ibram I, who uses the "first" honorific in honor of himself. Ibram has been one of the most liberal emperors in many decades, while the Imperial Council-members are among the most radical and conservative in years. Ibram has absolute authority over military and most of the domestic control in the Empire, while the Council has final control over foreign and economic policies.
The Gulf Cities
These cities are congregated at the coast of the Gulf of Endir directly below the Free Plains. Their ships are the best water transportation to anywhere on Endir, East or West, including providing service to most tropical islands.
Capital City: The capital of the Gulf Cities are twin cities, Ondest and Estond, called such because the words for "yes" and "no" in the Gulf language are "Ond" and "Est", respectively. The two cities are on opposite sides of the Gulf of Migdar, so that both sides of Migdar can be serviced equally.
Tillthon
The Free Plains
Sparback
Dark Liberation
Ice Ward
Xatcan
---------------------------------------------------------------------------------------------------------------------
Religions and Magical Practices
Religious Orders:
The Order of Time: This is one of the most powerful orders that exists on Endirea. Their patron deity is known to the layman as simply "The Timeless One," as the true name is known only to the highest levels of priests; these priests command incredible power. Their order embraces mathematics and time, as well as logic and deduction. They believe that people should advance in learning through their own merit, slowly if necessary. All of their order are accomplished at some
level of mathematics or quantum theory. They are rarely seen among other people, and there is an aura of mystery surrounding the priests, a practice they condone, as it allows them to keep solitude. The Order of Time is in direct opposition with the god of technology.
The Order of Light: This order is the most well known and accepted among the general populace. Their order represents health and light, and their clerics are often healers in great cities. The patron deity is called Olam'al, and that name is beloved and invoked by numerous people all over Endir. Many healers go on pilgrimages every year to the order's main temple in the Free Plains. That temple is a towering castle bursting with light. It is said that anyone that looks upon the beautiful spires of the temple feels lifted off the ground, with great inner peace and fulfillment.
The Order of Metallurgy: Priests of this order are better known as "clerics of ale," because the majority of this order's clerics are dwarves. Because of their great love of making new metallic items and jewelry, they are ideal choices for the order. The patron deity's common name is Ard'Hale or, translated loosely, it means "Hearty Heart." Priests of this order pride themselves on making delicate and magnificent pieces of jewelry, and one knows that what he is buying is "pure Hale," they can be sure of above-average quality. Their order embraces metallurgy and blacksmiths, as well as the fine art of gem-cutting. Only a few northern cities have Jewelry Guilds where the artisans are trained by the "clerics of ale." A few recipes for dwarven ale have also originated from this order.
The Order of Magic:
The Order of Technological Advancement:
The Order of Nature:
The Order of the Sea:
The Order of the Dark: