Lejendary Earth Gazette

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  • Words: 43,551
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Credits

Editors

Author Gary Gygax

Nita Glazewski Christopher Clark

Art

Christopher Clark

Les Evans Dan Lewis Nita Glazewski Devarre Clarce

Royal Cartographer

Royal Surveyors

Kelly Doherty with special thanks to: Carey Brooks

Tom Harrison Brian K. Moseley Chris “Gambit” Smith

Graphics

Copyright 2001 by Trigee Enterprises, Inc. Lejendary Earth and the Lejendary Adventure Role-playing Game System are trademarks of Trigee Enterprises and are used here under license. All rights reserved under copyright and trademark. ISBN 1-930377-16-9

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Lejendary Contents Foreword to the Lejend Master Chapter 1: The History of the Lejendary Earth The Age of the Masters Before the Time of Man and After The Rise and Calamity of Humankind:The Eternal Wars The Time of Vainglory The Age of Adepts The Rebirth and Growth of Human Power: The Savage Age New Empires Age The Fragmentation The Contemporary Age Chapter 2: The Geography of the Lejendary Earth Exploring the Lejendary World The Oceans, Seas, etc. of the Eastern Hemisphere The Continents of the Eastern Hemisphere The Unassociated Islands of the Eastern Hemisphere 26 The Oceans, Seas, etc. of the Western Hemisphere The Continents and Great Island of the Western Hemisphere The Unassociated Islands of the Western Hemisphere Chapter 3: The Geo-Political Divisions of Lejendary Earth Lejend Master’s Note Central Control by the Government World Groups Overview Geo-Political and Social Divisions: Anatis

3 6 6 6 7 8 9 10 11 12 13 13 14 25

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39 39 48 48 49 50 51

Geo-Political and Social Divisions:Apphir 55 Geo-Political and Social Divisions: Hazgar Geo-Political and Social Divisions: Hazgar-IrojhVaran, the Banir Wastes Geo-Political and Social Divisions: Huybraz 61 Geo-Political and Social Divisions: Irojh Geo-Political and Social Divisions: Maylus Geo-Political and Social Divisions: Miria Geo-Political and Social Divisions: Temura Geo-Political and Social Divisions: Varan Appendix A: Government Forms and Similar Political Structures Feudalistic-Type Government Structure and the Organization of a Feudal-type realm Oriental-Imperial Government Structure Oriental Nomadic Imperial Government Organization Central Asian-Type Organization Other Independent Government Structures Appendix B: Maps World Map Ocean Currents Map Eastern Hemisphere Map Western Hemisphere Map Index

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62 64 65 67 68 72

72 85 87 87 88 90 91 92 93 94 95

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You will find this game on the Internet at the following sites. Information, association, and game play too. Drop in and see what’s going on!

www.macrayskeep.com http://www.lejendary.com http://www.gygax.com http://www.geocities.com/farmer1124 http://www.lejendaryadventure.co.uk http://www.rpgrealms.com/AsteRogues http://www.vrhome.com/lejendary http://communities.msn.com/LejendaryAdventures http://users.anytimenow.com/mortale http://www.angelfire.com/la2/LegendaryEarth/index.html and of course, www.hekaforge.com and www.fuzzyheroes.com

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oreword To the Lejend Master

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This game world is Earth, but an Earth that is quite different from our own. It is a parallel Earth, a world of strange and magical sort. A single glance at the map will show that it is physically different, although some similarities will evoke our own planet. There is a familiarity that reminds one of this world, but an immediately recognizable difference that tells you things will not be the same. Of course they’re not. From its early prehistory down to its present time, this world, Lejendary Earth Earth, has experienced distinct and sufficiently different things as to make it a rather distant parallel to our world. To enumerate: 1. The time is different; it might be centuries earlier here, although it is difficult to locate this place on a timestream map. 2. The global land masses are different in varying degrees, and the territory roughly corresponding to what we know as the Antarctic Continent never slipped to the South Pole; the land was dif ferently distributed by the tectonic plates of this earth. 3. Because of a slightly greater percentage of carbon dioxide in the atmosphere, the climate is less extreme in the polar areas, and a 10% larger cloud cover makes average temperatures from 2º to 4º Fahrenheit warmer from equator to poles while precipitation is increased overall. There are thus fewer dry and truly desert areas. 4. Access from this world to many of the adjacent dimensions is relatively easy. Energies and abilities we would call ‘magical’ are far more commonplace here, although the inhabitants of the world consider them ‘Extraordinary’ nonetheless. Whatever the attitude might be, certainly a considerable segment of the human population has some capacity to employ such talent, perhaps as many as one in ten.

5. Culture, society, and related technology hovers in an uncertain range that we would consider as spanning parts of our own Ancient, Medieval, Renaissance and possibly Baroque periods. Advanced urban areas rub shoulders with backwards rural ones, while frontier and wilderness areas verge on the primitive. Political forms from the despotic through feudal to semi-feudal and even tribal are scattered willy-nilly across the globe. Rather advanced architectural and engineering techniques, for example, are understood, studied and practiced. Explosives such as gunpowder are knownand shunned. (Activation of almost any Extraordinary energy channel is likely to detonate any such stuff within 50 or so feet!) The making of Extraordinary items must be considered as part of the technological development of this parallel earth, and here the variety and forms might indeed rival our own contemporary age. Something new is quite often being created, and innovations seem unlimited. 6. Global commerce exists despite wind-driven water transport being its principal conveyance. Technology in this regard has produced vessels similar to those of the Colonial period (c. 1700) of our earth’s history, so transoceanic voyages are common, and what is a few months at sea? Land routes, slower, less efficient, and more hazardous, are nevertheless subject to regular caravan progress. Of course, there are still vast areas that are untraveled, even unexplored (or at least not recorded), and places where men are not at all welcome. 7. Virtually all varieties, what we call “races,” of humankind are found on all relatively populous continents and islands of the world in mixed, if not exactly homogeneous, societies. This stems from the world’s history as detailed hereafter. Similarly, many races of the other dimensional humanoid Alfar-specifically brownies, dunnies, dwarfs, elves, gnomes, ilfs, kobolds, oafs, orcs, trollkin, wylfs, and veshoge—lodge

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in or near human communities. This is either because of goodwill stemming from the distant past, or else inertia. The latter also seems to give humans an internal group or groups against which to be biased. 8. Since the origination of the first great human states, and with the nearimmediate global communications extant since that time, a single language is understood throughout the world. This is not to say that dialects and accents do not nearly preclude communication in some places, but sufficient understanding enables at least rudimentary information exchange. In those places where communications routes intersect, the urbane of many states converse freely, their respective homelands marked perhaps by accent alone. 9. Despite a general indifference to variation in skin pigmentation and the existence of a universal language, there is a strong cultural and social awareness and identification-a sort of nationalism, to draw the nearest parallel-that separates most groups. This, coupled with certain genetic predispositions* of the now distinct geographic groups of humans, both enables some fair degree of regional or state recognition and the continuation of antipathies and enmities between such separate groups. This is enhanced by regional accents and slightly different vocabularies from place to place. *Stature, build, facial features, color of eyes and hair, etc. These minor differences, with others not noted, make for no less than 2,000 possible distinctions. However, only about a score or so are truly meaningful. 10. Despite all other dissimilarities, the deital families of this world, as recognized and venerated by humans and humanoids alike, are clearly akin to those pantheons known on our own Earth in ancient times. Although the deities are on average fewer-with perhaps a half-dozen highest ones, a dozen or so active and powerful gods and goddesses, and then a few or perhaps a score or

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more of lesser sort-through name, attributes, and so forth the link between the mythology of our earth and the actuality of this one is clear, although not always in a geographically similar region. 11. The energies that flow from other sets of dimensions enable what we would consider unusual, unnatural things to be rather commonplace on this earth. This includes shape-shifting, unnatural existence thwarting death or continuing thereafter as in a so-called living dead or spirit creature form, and so forth. There can be no doubt that the early human users of such Extraordinary energies were, in their eagerness to defeat their non-human overlords, responsible for many of the malign and evil things that now are accepted here. On balance, humanity gained more than it now suffers from such gross handling of arcane forces. 12. The flora and fauna of this planet developed in a number of dissimilar ways. Additionally, Extraordinary capacities have resulted in what we would term genetic alterations, some stemming from the time before humankind ruled the world, some after. Thus, in addition to plants and animals we would immediately recognize there are strange, even weird ones that are seen as quite normal here. Likewise, very odd, and sometimes incredibly dangerous ones are taken as calmly as we might regard a patch of poison ivy or a man-eating tiger. 13. Related and unrelated species from nearby dimensions have been brought to this Earth or have some access to it, and have settled it so as to create non-human enclaves in various places on land, in the waters, and even including a very considerable subterranean “world”. The latter immigration has extended mines and like subterranean works and natural hollows underground through ordinary and Extraordinary means so as to create a habitat for those creatures that find sunlight harmful to them. With all of them have come quite a number of life forms native to those

different spheres from whence such alien sorts come. These immigrants have merely added to the creatures introduced purposefully when mankind was fighting a life-ordeath struggle with the original sapient race then in possession of the world. 14. Most importantly, this is your fantasy world. It has been created for adventure, intrigue, and action.

It is a mutable place where the unexpected can happen, which makes it all the more suitable a place for accommodating and recording Lejendary Adventure game exploits. (Of course!) So venture into the heart of the Lejendary Earth World setting and find the place that suits you. Make it your home, and decorate it to the taste that suits you and your company.

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Chapter 1 The History of the Lejendary Earth The Age of the Masters Before the Time of Man and After In a bygone age the world of Lejendary Earth was ruled by a race that was not even vaguely akin to human. This bipedal, vaguely humanoid sentient race possibly sprang from an offshoot of the therapsids, warm-blooded reptiles that vanished from our own earth in the Triassic. However, there is speculation that they were thecodont pseudosuchians, those reptilian creatures ancestors to crocodilia, but of rauisuchian descent, another line extinct on our world in the same period. Whatever the case might be, these first thinking creatures evolved only very slowly and came to domination after tens of millions of years had passed. It seems likely that it was the late Oligocene period of the Cenozoic era before general social organization on a large scale was practiced. By the end of the Miocene period, the race had so developed as to have a technology at least equal to that of our own Ancient historical period, certainly surpassing it in some aspects. Thereafter the race spread from the east across the entire globe, moving to all those regions they found desirable-warmer and well-watered areas. As the genus Homo began to evolve, the Utcgh’shelsht-cl’qta-dbiss (the closest human translation we can manage of First Race’s name for their own kind) discovered the fledgling humans and began to observe them with interest. Sometime in the midPliocene, they started hunting, capturing, and enslaving early humans. When Homo neanderthalus proved less valuable than Homo sapiens Cro-Magnon slaves, the former were simply eaten as the latter replaced them. From this point on, mankind referred to the Utcgh’shelsht-cl’qta-dbiss as the

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“Utiss-masters”, at least publicly. It would be a long time before the wretched slaves could indeed speak their minds as to the matter.

The Rise and Calamity of Humankind

The Eternal Wars In the long course of centuries men arose to a sufficiently civilized state to struggle against the ancient Utiss-masters who were their overlords. Wild tribes in the colder regions of earth slowly arose towards civilization, spurred on by a steady stream of those escaping from their bondage to the older reptilian race that ruled the world. Groups of rebels took refuge in remote places the Utiss-masters considered desolate, and between these two forces, mankind gradually built its own distinct culture, society, and technology. Separate groups began to raid the Utcgh’shelsht-cl’qta-dbiss lands, killing any “Utiss-masters” encountered, pillaging, and destroying whatever they could not carry off. The Utcgh’shelsht-cl’qta-dbiss, a race accustomed by their long slow evolution to what men think of as interminable years of time to solve problems, were slow to react. Local hunts and even occasional punitive expeditions were conducted by the Utissmasters, as they went on about their slowpaced routines; generally unconcerned, they considered the matter a minor one that would be dealt with eventually. After all, millions of these same “humans” were kept as useful slaves and even as cattle. The Masters’ counter-measures were too little, disorganized, and ineffective to accomplish much save deepening the hatred of men for their masters, whom we now shall refer to in man’s terms simply as the Utiss. Men began to seek allies from adjacent

realities—differing dimensional sets akin to their own, but unseen and unseeable to those without Extraordinary capacities; subtly or grossly different from the world over which man and Utiss fought. When the Utiss began to realize the problem was not going to be easily resolved, and undertook their first cooperative campaigns to exterminate free humans, the matter came to a head. By then the nonenslaved humans outnumbered their captive brethren. Furthermore, they were organized into warlike societies of various sorts, from nomadic to city-state. With them were many sorts of Alfar humanoids. Serving them were creatures great and vicious, spirits wild and terrible. From north and south—even from within the Utcgh’shelsht-cl’qta-dbiss kingdoms themselves—came waves of fierce men, their allied and mercenary humanoid warriors, and the strange creatures and materialized spirits called from other places. All were bent on wiping out the Utiss and all that they had created. The vast majority of slave populations readily joined such assailants whenever they could. Suddenly (by their conception) the Utiss found themselves surrounded and attacked from all sides. The First Race used their own considerable Extraordinary means to bring forth from distant spheres a host of their own. Things of reptiloid sort-what we call firedrakes, nagas, wyrms, and wyverns, to name a few-were the greatest, but the Utcgh’shelsht-cl’qta-dbiss also brought veshoges, trogs, giants, ogres and any other sorts that would fight for them, to turn the tables on their former slaves and cattle. At first the upstart humans were slaughtered, driven to near extinction, for the attacks they launched were uncoordinated. In this terrible and long era of warfare, though, certain men lear ned the greatest secrets, capacities beyond even those of the most adept of the non-human and cruel Utiss-masters. They managed not only the introduction

of dragons to neutralize the alien reptiloid things called to fight on behalf of the Utiss, but also to harness and use unseen forces unknown to the Utcgh’shelsht-cl’qta-dbiss. Furthermore, Homo sapiens found that certain of them could employ their own mental powers to perform things otherwise impossible to the physical body. As this bloody time continued, others of humankind arose as great thinkers, strategists and tacticians. All survivors of that terrible time of strife and seemingly endless warfare were tough and courageous warriors beyond anything known today. Their leaders were extraordinarily powerful and displayed intellects of the genius level. They could and did indeed wield force that could change the face of the earth . . . or vaporize a mighty citadel.

The Time of Vainglory As the struggle passed into its second century without ceasing, the nonhuman Masters were weakened and began to be isolated from one another in their shrinking kingdoms. In the third century of the Eternal War the Utcgh’shelsht-cl’qtadbiss were pushed back, and finally totally defeated, first in one place, then in another. Then the first of the “Old Mighty” human kingdoms arose in the place of an “alien” one. Others soon followed, and most often grew from the ruins of the very places that had been the cities and citadels of the nowvanquished, hunted, and soon-to-beexterminated First Race, who had thought men only little things. After four centuries time no Utcgh’shelsht-cl’qta-dbiss could be found to slay. The first sapient race to evolve on the planet had vanished from the face of the earth. All that they had done was forgotten. Their buildings were razed. Their monuments destroyed. Their statues smashed. Their handiwork burned. All but the memory of the hated “Utiss-masters” was expunged in so brief a time. In a few centuries more, only the name Utiss, denoting a fabulous vile

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monster, connoting all that was dangerous, hideous, and unnatural, was remembered by any but the most learned of scholars. As these ancient “Old Mighty” kingdoms solidified and extended their sway, they were soon fighting with one another. They had been forged in conflict and knew no other path, nor could such states survive without bloodshed and conquest. Each sought to be paramount, to extend its sway across not mere continents but oceans so as to encompass the world, to be greater than the greatest of the vanquished Utissmaster realms. Such hubris, so evil an aim, could, of course, have no happy conclusion. So came the Time of Vainglory to this world. The great powers used by the contending states, mighty magics indeed, were such that terrible ruin and loss of life occurred whenever full-scale war fare erupted. What had been sufficient to defeat the First Race was surely enough to wreak havoc on the victors when employed thus. So great was the bellicosity of the arrogant and haughty new monarchs that they virtually exterminated each other in their ongoing battle for supremacy. Eventually, those folk surviving scattered to the far reaches of the world, folk of less fierce nature and possessing but scant powers in comparison to the ancient adepts before them. Thus, soon after the end of the Age of the Masters, the triumphant humans nearly exterminated themselves. Terrible demons battled unspeakable elementals, trampling over hapless soldiers as they struggled. Dead things fought in company with ravening beasts against like hordes, as firedrakes spewed flames and ogres tore at wyrms. Human warriors died in their thousands as these insane battles raged. Virtually nothing remains to record the history of this ghastly age of death and destruction, save tradition. It is spoken of in whispered horror now, written in texts as the Time of Vainglory. In but a few years time, most of the vaunted empires were sundered, their subjects dead or fled to

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remote places. Darkness and destruction were everywhere, save for a few flickerings here and there, and on the great northern continent of the West where four powerful kingdoms still remained. These survivors actually thought to master the world still, and as their competitors elsewhere were broken, they sent their forces to occupy the distant lands, east, west, and south.

Age of Adepts Each of the four remaining states in the West were ruled by monarchs who were masters of Extraordinary powers. So too were their counsellors and lieutenants. No lesson at all had been learned from the fate of their distant fellow monarchs. After all, did these four not remain? And they fondly imagined that they would always do so. Through supernatural and preternatural means, these four great kingdoms sent tentacles across the oceans to establish colonies on the other continents and islands of Earth, even as they vied against one another for total domination. The frontiers between each were places of grim keeps and devastation. Masses of humanoid veshoges, battalions of oafs, and companies of vicious orcs garrisoning such places made free with any humans they found in their marches. The likes of these also accompanied the garrison forces sent from Anatis. West they went to Hazgar, Irojh, Maylus, and Temura. The Empire of Tihlal made the vast island of Miria its base for invasion of those same continents. To the north Imperial Cozad used the long island chain leading to Hazgar to likewise send its ships and troops there. The southern Kingdom of Oudath-Hra had an easy set of stepping stones for its occupation of Hybraz and westernmost Apphir. The Lelemqul, meanwhile, had a similarly secure route for their expansion eastwards into Varan and then south across the Middle Seas into northern Apphir. By the thousands went the warriors of these empires,

and so too humanoid mercenaries and even subject warriors. Yet none of them could send the numbers necessary to accomplish such vast ambitions. Blindly they fed their best into a pit that eventually swallowed all. All this while they disputed with one another as well, thus hastening the inevitable. Prior to the final struggle between these four great kingdoms of adepts and sorcerers, one of them (Lelemqul, it is thought) devised a plan to settle potential disagreements, to establish an order of precedence that would last for a year at a time. After all, was there not enough land ripe for conquest to satisfy all four? Each of the great adversarial states would send a team of four heroes to represent it in a contest. These champions would, after due ceremony, descend into a subterranean labyrinth, one lying on many levels below the great citadel from which the lands of this particular king were ruled. The team that attained the furthest depths, gained the prize, and returned with it would be paramount. Those who lost would be placed thereafter according to depth attained and survivors remaining. The challenge was accepted, a valiant team achieved success according to the rules, and the three losing states abided by the agreement, all the while readying for the next test. To enable a second contest, deeper levels were carved, then more, and so on for nine such contests. As with all things, though, after one kingdom—that of the host—had prevailed three times in succession, the losing states broke the treaty. Clearly, cheating beyond what the other three practiced was being done, and this was unforgivable. The final great war of the Age of Adepts swept across Anatis, then to the colonies of the four empires elsewhere in the world. It left the final bloom of the first human civilization in ashes. What followed was a dark and unhistoried age before humanity again arose to civilization.

The Rebirth and Growth of Human Power

The Savage Age Their civilization in ruins, their numbers depleted, and virtually all learning lost, the surviving humans in all lands were thrown into savagery. Little bands and tribes roamed the desolate places, seeking shelter in hills, forests, or jungles. They had to contend with nature, beasts, and equally desperate groups of humanoids now marooned on an alien world. In truth, many mixed human-humanoid communities managed to survive these difficult years through cooperation, although more often it was men against all others. For a century or longer the scattering and desperate efforts at mere survival lasted, but finally adaptation was complete. Hunter -gatherer tribes roamed plain and steppe, dwelled in forest or jungle. On alluvial flats agriculturalist tribes built stockaded villages and tended fields of vegetables and grain. Pastoralists settled in hills, tending flocks and gardens. Civilization had found a foothold, and in time humanity would again ascend higher. Regular trade began again around this time (600 HE), and through this medium those bits of culture and knowledge retained by the various groups were spread. Metal working was exchanged for pottery making, weaving for husbandry of the horse, writing for the wheel, cultivation of grain for the bow, and so forth. As tribes grew larger and flourished, villages became towns, and herders in highlands built stone dwellings to replace their skin tents. In a remarkably short space of time, no more than two centuries or thereabouts, humanity had indeed accomplished the seemingly impossible. Despite all adversity, contending with murderous humanoids and terrible monsters let loose in the ruinous last war of the Age of Adepts, the race had restored itself to a state quite

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akin to that of our own world around 500 BCE. Thus, the late middle portion of the Time of Savagery, c. 800 HE, was actually a sort of rebirth that might compare to our own early Renaissance, albeit on a lower technological scale. From that time on, knowledge again grew in organized fashion as commerce was renewed on a greater scale. Ship building began again, and vessels of the type able to ply seas and then oceans were made. Even as information spread thus around the world, populations grew, social organization progressed to more complex forms once more, and formal learning was to be found in many places where large communities were established. Near the end of this period, city states ruled petty kingdoms, tribes were bound together as peoples, and little “nations” sprang up as clans and villages recognized a commonality of heritage and interest. These continuing developmentstechnological, cultural, and social-brought humanity together again even as they separated it into hundreds of little states competing with each other for everything from arable land to trade. Most importantly, though, the competition of culture and ideas began to manifest itself. The theologies held by the myriad new petty states began to vie with one another as their societies flourished. Where there was commonality of belief, the stronger of the states tended to dominate by generally peaceful means, extending their sway over weaker neighbors, and all growing stronger thereby as greater nations were formed. Where there was a clash of belief, conflict was inevitable in the circumstances. Raiding and skirmish were soon to be replaced by formal warfare once again, as history repeated its cycle. Thus the Time of Savagery came to a close, but the brutality of warfare had once again reared its head amongst civilizedm peoples.

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New Empires Age The reborn states had become relatively powerful by the first part of the eleventh century, Human Era. In the more-civilized areas, the continents of Hazgar, Varan, Irojh, northern Apphir, and Anatis, perhaps a half dozen fledgling empires were predominant in each place. Even the wilder continents of Huybraz and Temura had developed at least two considerable states of such sort by this time. Southern Apphir, northern Huybraz, Maylus, Miria and most other distant islands in both hemispheres were excepted, of course, but elsewhere in the world aggrandizement and territorial ambitions were again becoming foremost in the minds of kings and khans, emperors and emirs, dukes and despots. Whatever the sovereign title, the thoughts seemed to be the same. Over the next few centuries, from the middle of the eleventh until the beginning of the sixteenth, the various states around the globe fought small wars and then gradually larger ones as the growing empires came into contact with one another. Ironically, the strife must be viewed as beneficial in part, for it spurred on considerable advances in technology, and even spread learning and commerce to a great extent within the growing boundaries of the competing new empires. By the close of the sixteenth century Human Era, much of the continental land masses mentioned were again ruled by imperial government forms. One lesson had been learned from the past. When one great state confronted another, neither determined to pursue a course that would lead to all-out war. Certainly, there were wars with many battles fought, but none that were continued to the death, so to speak. The new empires were content to establish their sway over only clearly weaker states, and then try to undermine their powerful foes through economic and political means. Each new empire

had expanded to its virtual limits, although not one of them seemed to realize this. However, this did not then result in greater wars and massive battles. Commerce and trade, espionage and subversion, theology and ideas became the primary tools used in fighting each other. Puppet kings and tributary states were set up or allowed to exist on the frontiers between the new empires so that they would have salients from which to launch such attacks. Ambassadors and emissaries, envoys and missionaries, spies and agents provocateur from the new empires flooded each other’s cities and countrysides. Ships and caravans brought materials and goods, extracting wealth that could be used against the buyer, even as they supplied the wherewithal for the latter to resist the aims of the seller. The new means of fighting this undeclared war were efficient, but in ways not foreseen by those utilizing them. Certain ideas caught hold widely. Cities grew powerful. Some regions became rich from trade, others were exploited. Unrest spread within the new empires. Overlordship was resented, in part, but the main cause of the stirrings was intellectual. The idea arose that a nation of men, and even men and nearhumans, had a commonality of belief and interest that should by rights dictate its own policies. Such thoughts had been, of course, spread by rival empires into the lands of their competitors, each doing the work so thoroughly that none escaped. The result was as anticipated, but global instead of local. It was felt first by the oppressive empires, but even the most liberal ones soon suffered its pangs.

The Fragmentation Early in the sixteenth century of this world, there began a series of internal rebellions that eventually affected all of the new empires. Territories taken by force of arms were the first to revolt, demanding at least semiautonomy or even total independence. Each of the great imperial states was affected thus, and with regional simultaneity suf ficient to prevent any one taking advantage of the internal turmoil of a neighbor, at least on any long-term basis. As one encouraged rebels in a neighbor, so the other would likewise fan the flames of incipient rebellion in the province of its opponent. Bit by bit, each was forced to yield to demands, lost absolute power over border states when subject sovereigns threw off the reins of empire, and actually gave up territory as a newly-crowned king came to rule what had previously been an imperial province. By the mid-portion of this era, the opening of the eighteenth century Human Era, a score of truly independent and viable states existed between the now-diminished lands ruled by the new empires. Some of these new kingdoms and nations grew through minor conquest and popular association, while others remained unchanged. The number grew, though, as fractiousness and internal dissent continued within the contracting empires. Before splintering had ceased, a number of wars were fought, and some of the new kingdoms that emerged came, not merely in part from blood and iron,but wholly. The last of these struggles effectively ended before the tur n of the nineteenth century.

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A handful of empires remained amidst scores of kingdoms and nations or citystates that had sprung up from their former far-flung territories. The no-longer -new empires, exhausted and battered, were content to retain what was left. The young and vital new states around them were beginning to send forth their own companies to test the mettle of neighboring lords, imperial or otherwise. Border brawls and fighting on frontiers was then the order of the day, but petty and relatively harmless compared to what had occurred long ago, or might have happened had the new empires attempted world domination by force of arms. This was indeed the theme of the entire century, as old and new socio-political entities solidified, developed their own characters, and assimilated what their rulers and subjects thought integral to their identities, culture, and lore-their national identities, if you will. The close of the nineteenth century saw the end of the period called the Fragmentation. An equilibrium again was established in that century, and at its end there had been no substantial change. The new divisions of the world had been set, accepted, internally unified, and were operating. There was another sudden upward movement in technological development brought on by the competition of these many new states, with each other and with the remaining strong empires. Borders had to be fortified so as to be secure against aggression. Products and materials had to be sent out for imports. The “uncivilized” regions of the world were to be explored and possibly exploited. There was much to do, and all in the face of the everexistent natural perils and lurking monsters. In short, the people seemed to grasp with iron talons at this new time as life went on.

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The Contemporary Age So for 100 years since the end of the Fragmentation, there has been little substantial change on the political map of the world. As the old “new” empires trace their lineages back to those of the Age of Vainglory, so too many of the more recent sovereigns display pedigrees stretching back to the Time of Savagery, or at least to the great families of the time of the rebirth of the existing empires. Bluntly, there is a general movement among rulers and aristocrats to prove their right to be in such superior station. However, in many places there is no great outcry from the majority beneath them, for things are not bad on the world of Lejendary Earth Earth, all considered. It is a time of great opportunity for gaining

power, establishing rank and prestige, accumulating wealth, founding dynasties, and even claiming lands in remote and uncivilized regions and making them into new kingdoms. Indeed, the second century of the Contemporary Age is a time of opportunity for all who are of adventurous spirit and brave heart! The year is 2001 HE, and the Lejendary Earth merely awaits the imprint of those who would shape her destiny.

Chapter 2- The Geography of the Lejendary Earth The lands of the Lejendary Earth world are extensive and bear not some slight resemblance to those of the earth trod by the more mundane inhabitants of our own universe. It would be wise, however, to cast aside any pre-conceived notions you might entertain as this universe is both unique and Extraordinary - a place of magic, wonder, horror, and adventure. It is a place where many a reference will excite deja vu within the reader, but where not all is as it seems. What follows is a general description of the Seas, Oceans, Straits, Bays, Continents and Major Island chains of the Lejendary Earth, as well as the general flora and fauna, geo-political scope, and juxtaposition of land masses. Detailed information on given land-masses and continents is contained within the Lejendary Earth World Setting Sourcebooks that pertain specifically to those areas. Enough information is contained here, however, to provide some grist for the mill of any questing Lejend Master.

Exploring the Lejendary Earth World The major features of the world are listed by hemisphere. You will be able to find the gross information pertaining to oceans, seas, and so forth, as well as continental data. The latter includes only the major geographical information on land masses and so forth; a complete and in-depth description being available in the source book pertinent to the continent in question. The last portion of the work contains the geopolitical information for the world, by land-mass within the eastern and western hemispheres. General data includes state name, size, brief details of its nature, ruler, population, and so on. After its major cities, the listing will show major resources, and also what special associations and secret sorts of groups are most active therein.

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As a general guide for the Lejend Master, assume the following rule of thumb: City-type groups will have 1 to 3 special associations and secret sorts of groups per 1,000 of population. This includes assassins, enchanters, etc. Special or select groups such as anti-slavery sects, chivalrous orders, and the “foreign quarter” will have numbers set by the LM, but these can, individually, represent a large percentage of the local population-10% give or take is not out of line. Rural-type groups will have a total in a given state of from 1 to 3 members per 1,000 to 1 to 3 members per 100. If for instance, the LM decided that the area was attractive to humanoids, a population equal to 3% of the total human population is easily justified for a single sort of humanoid. In the future, there being sufficient demand, it will be a rather simple—if demanding—task to detail each continent or world region so as to develop a more complete description of the land, its states, the areas between, and so forth. Similarly, cities and small geographical areas can be detailed. Finally, adventure scenarios pinpointing locales and giving minutia, so to speak, will round out the whole world picture, at least as far as it can be done for a fantasy world. After all, how many books give such information on this real world, its life forms, human cultures, cities...enough! You, Wise Lejend Master, or Player alike, understand the implications. Here you have the broad palette from which to create as you wish, now and in the future.

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The Oceans, Seas, etc. of the Eastern Hemisphere Antarctic Ocean: C. 2,160,000 square miles of generally open water, not covered by a permanent ice cap within the Eastern Hemisphere; overall 4,320,000 square miles, with an equal 2,160,000 square miles of its extent lying in the Western Hemisphere. Never fully explored, the Antarctic Ocean is rumored to contain both islands and creatures as yet undiscovered. Colder waters flowing from the Southern magnetic pole of the Lejendary Earth collide with the warmer waters of the Lantean, Magnific and Irojhan Oceans creating areas of frequent and violent storms, especially at the southern tip of the Apphirean continent (see also, The Chund) and the southern end of Temura, as well as the southern end of the Western Hemisphere’s continent of Huybraz in the area of the Gauntlet of the Scorpion. This mixing of waters from tropical and arctic climates also spawn innumerable schools of fish in these waters, as well as some of the ocean’s most deadly predators there for the rich feeding. The magnetic pull of the pole causes strong eastern currents to border the Antarctic Ocean. At the periphery, these currents tend towards the north, warning sailors that they are about to embark upon waters less traveled. Squalls are common at the periphery of these currents as well, contributing to the lack of exploration of this southern body of water. The current prevalent at the interior of this ocean, near to the pole, is 180º opposed to that which borders this body of water! Some leagues distance (varying between ten and twenty) separates the currents but this switchback effect also contributes to the hazards of navigating these waters. Needless to say, the intervening waters between the two opposing currents are rather tumultuous.

The great whales and huge walruses of this body of water are infrequently hunted because of the dangers of the “Vast Chop”, that band between the two polar currents. The strength of the current, however, combined with generally favorable winds, often tempt daring navigators to ride the outer currents of the Antarctic Ocean, saving both time and costs when travelling between the continents of Temura, Apphir, and Huybraz.

Irojhan Ocean: C. 11,160,000 square miles to where the Antarctic Ocean lies around the south polar ice cap. Lying between Irojh and southern Hazgar to the north, Maylus, and Temura to the east, the south pole to the south, and the Apphir to the west, this great body of water is one in which many shipping activities take place. The lands bordering it, and the many islands within the waters of this ocean have generally warm climates, producing rare woods, spices, and so attract sea commerce....and pirates. Sailing from the Irojhan Ocean eastwards into the Sea of Hazgar is fraught with many perils, from pirates to storms to dangerous sea beasts, but the rewards for success cause many captains and crews to brave such hazards.

Lantean Ocean: C. 10,190,000 square miles within the Eastern Hemisphere, overall 26,280,000 square miles, with 16,090,000 square miles of its extent lying in the Wester n Hemisphere. The great Western Cape of Apphir effectively separates the eastern portion of this ocean into the North (Eastern) Lantean that lies west of Varan to the Arctic Ocean, and the South (Eastern) Lantean lying below the cape along the west shore of Apphir. While there is much coastal traffic in both portions of this ocean, the open waters more distant from land are quite devoid of shipping. There are, of course, some whaling

ships to be encountered now and then, as well as sea monsters. Rumors tell of several large and lush islands in the South (Easter n) Lantean Ocean, places or great wealth that are steeped in magic, hidden thereby, in fact. Tales of this nature are common amongst seafarers, of course. It is said that the northern portions of this body of water, where they meet land, are also the home of the selkies, a strange race of man-hating Alfar who appear as harmless seals, but can shape-shift and also possess other Powers as well. Along the northern verge of this body of water, where it meets the Arctic Sea, there are not only great icebergs in the summer months, but also dangerous whirlpools, including the mightiest of them, the Maelstrom.

Magnific Ocean: C. 15,540,000 square miles within the Eastern Hemisphere, overall 46,430,000 square miles, with 30,890,000 square miles of its extent lying in the Western Hemisphere. This vast expanse of water is virtually unexplored in the south, off the shores of Temura and Maylus eastwards. The same holds for the northern portions of the ocean above the equator and away from Hazgar and the Islands of Noppon. Most shipping, bound east or west stays close to the equator, for the favorable winds and currents just above it (eastwards) and below (westwards). Certainly there must be undiscovered islands in both of the littletraveled areas of the Magnific, although the reports of vast free-floating lands are likely spurious.

Adronian Sea: C. 360,000 square miles. The body of water in the north central Middle Seas that lies between the Olympian and Etalusk Peninsulas and washes the northern and eastern shores of the Island of Rhomlia, extending southwards along the western edge of the Odyses Islands and to the shore of Apphir.

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One of the divisions of the Middle Seas, the Adronian, like its fellows, is a hive of shipping. Vessels coast its shores, cross it going to and from Apphir, sail its length to carry goods to and from all ports lining it from Varan and Apphir to distant Irojh. Warships and pirates are commonly encountered in the Adronian. Terrible storms can occur here without warning, and there are dangerous waters with shoals and small uncharted islands too. This is one of the main habitats for the marine merfolk with their schools of dolphins, seahorses and the like.

Arctic Sea: C. 810,000 square miles of generally open water, not covered by a permanent ice cap within the Eastern Hemisphere; overall 1,800,000 square miles, with 990,000 square miles of its extent lying in the Western Hemisphere. In the summer there is much coastal shipping here, along the western and northern coasts of Varan, likewise the northern and eastern shores of Hazgar. In the larger open Arctic Sea, there is little commerce of this sort, so these places are not well mapped. Most scholars believe that numbers of islands are likely yet to be discovered in such parts of this ocean. This great body of water is teeming with aquatic life, and its rich fishing grounds attract both trawlers hoping to catch them, and hunter ships looking to take the predators that feed on the finny schools. As with the southern polar waters, here too are to be encountered massive whales and gigantic mammals, including not only walruses of incredible size but strange elephant seals reported to have trunks as long as an actual elephant, and sharp tusks to go with them. Within this sea, and along its southern verge, where it meets the Lantean Ocean, there are not only great icebergs in the summer months, but also dangerous whirlpools, including the mightiest of them, the Maelstrom.

Centrenean Sea: C. 585,000 square miles. The long stretch of water running from the Island of Rhomlia west between

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Varan and Apphir to the Atlas Columns in the west. It includes the Bay of Kartagus of some 135,000 square miles extent. It is a part of the Middle Seas. As another of the divisions of the Middle Seas, the Centrenean, like its fellows, is a veritable hive of shipping. Vessels coast its shores, cross it going to and from Apphir, sail its length to carry goods to and from all ports lining it from Varan and Apphir to distant Irojh. Warships and pirates are common in the welltraveled Centrenean. Terrible storms can occur here without warning, and there are dangerous waters with shoals and small, uncharted islands, reefs, and forgotten shipwrecks as well. The most difficult portion is where the Lantlean Ocean pours into this sea between the Atlas columns. Many poorly handled ships founder in the attempt to pass to or from this sea. The sea trolls that inhabit this area then rejoice.

Chisung Sea: C. 675,000 square miles. The waters to the east of southern Hazgar bounded on the east by the 12-island Jylay chain in association with the three large islands of Hulok (central), Mindmoro (northern), and Shuvu (southern). This warm sea is large and subject to storms, great typhoons, and is alive with pirates, but nevertheless has considerable shipping. Many boats and larger vessels ply these waters fishing and carrying goods to and from the islands and the Hazgarian mainland. In addition to normal marine creatures and sea monsters, both merfolk and kappa (see Pantheons of Lejend, Noponnic Pantheon) dwell within the Chisung Sea.

Chund (The): C. 100,000 square miles. A sea which is formed by the waters between the island of Romoringa and the east coast of Apphir’s Southern Cape. It merges with the Irojhan Ocean to the northeast and the Lantean Ocean to the southwest. As the Chund is sheltered from the general storms that plague the waters south of Romoringa, this area is the passage by which most shipping rounds the Southern Cape of Apphir.

Because of the frequency of ships passing through these waters, numbers of fell sea beasts and sea trolls are also to be found here. Fierce natives of Romoringa Island sally forth in large, seagoing war canoes to attack vessels that come within sight of their land.

Daenaen Sea: C. 270,000 square miles. That portion of the Middle Seas between Varan to the north and Apphir to the south, that lies west of the Island of Kypros and the Mespell Sea and east of the Olympian Peninsula, but surrounds the Odyses Islands. This being one of the divisions of the Middle Seas, the Daenaen, like its fellows, is a hive of shipping. Vessels frequent its shores, cross it going to and from Apphir, sailing its length to carry goods to and from all ports lining it from Varan and Apphir to nearby Irojh. Warships and pirates are commonly encountered in the Daenaen. Terrible storms often occur here without warning, and there are dangerous waters with shoals,submerged rocks and tiny uncharted islands as well. There is no question that the waters of this sea are a habitat for the marine merfolk with their schools of dolphins, seahorses and the like.

Durelian Sea: C. 150,000 square miles. The northern water between the Etalusk and Durles Peninsulas of southwestern Varan. The Isle of Orsek lies within it, near the coast of Durles. It is a part of the Middle Seas. As a smaller portion of the Middle Seas, the Durelian has mostly coastal shipping between the peninsulas that demark its extent. Vessels do ply its shores, some few sailing across it to reach port on Durles or Etalusk. Pirates and warships are commonly found patrolling in these waters. Devastating storms occur here without warning, and these are treacherous waters with hidden shallows, rocks, whirlpools and small uncharted islands too.

This is another of the main habitats for the marine merfolk with their schools of dolphins, seahorses and like creatures.

Golden Sea: C. 1,080,000 square miles. The waters to the north of the eastern half of the island of Subonga, bordered on the west by the three large islands of Hulok (central), Mindmoro (northern), and Shuvu (southern), on the east by the island clusters of the Paylero and Furyukos, and northwards by the Noppon group and Khunshu Island. It has many small, uncharted islets and atolls within its boundaries. To the east is the Magnific Ocean. To the west lie the waters of the Chisung Sea. As holds for the latter named body of water, the Golden Sea is also quite active as a shipping lane. Although there are fewer pirates in these waters, there are many dangerous sea creatures, gigantic turtles for example, so the vessels sailing here need be ever watchful. Purportedly, there is a great coral reef somewhere in the Golden Sea, a place where precious coral grows in many unique colors and forms. If this is true, so too the claims that sea dragons tend to regard the place as their private domain, and so treat intruders accordingly.

Gymeer (or Great Sweet) Sea: C. 2,430,000 square miles of fresh water. This vast landlocked lake is surrounded by the continents of Hazgar to the east and Varan to the west. It is at a higher elevation than the sea to the south, so if ever the cliffs of the Isthmus of Banir should be worn away, a mighty waterfall of sweet water will stream down a hundred feet to fall into the Bay of Rahmoud. Within its waters lie the great island of Brosten, as well as Idurn and Tygesque, and the island clusters of the Greylands and the Osklies—all associated with Varan. The fresh marine life within the Gymeer has attained unusual size and variety. It includes carp

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as large as 30-foot length, mansize salmon, trout as large as salmon, species of formerly small lake fish grown likewise large, various small fish, great and small mussels and crustaceans (a 200-pound crayfish for example), and sturgeon as large as small whales. Dangerous predatory species include the shark gar; the bullkopf, a species of catfish that grows to 15 or more feet length; the 20-foot long lamprey called a groswurm; a monstrous, spiky turtle, the setrap, resembling an alligator snapping turtle, that can be 10 or more feet long; and the incredibly voracious sharpik, a pike-like fish with shark-like disposition. On the positive side, fishing these waters is rewarding, for there are vast shoals of shad and herring, schools of sticklebacks and perch, and of course the whole range of other freshwatersea fish, mussels (with freshwater pearls), crustaceans, and even seals to harvest.

Khazarian Sea: C. 360,000 square miles. The easternmost portion of the Middle Seas. It borders the Banir Wastes and Irojh at all shores, save in the northwest where it touches southeasternmost Varan. It is connected to the Mespell Sea to the west by the Strait of Ralus. This division of the Middle Seas is as much given to both commerce and fishing. Vessels coast its shores, cross it going to and from Varan and the Banir. Warships and pirates are sometimes encountered in the Khazarian Sea, of course. Terrible storms can occur here without warning, and there are dangerous waters with shoals, reefs, eddies, and small, uncharted islands too. The waters of this sea teem with both marine merfolk and their schools of dolphins, seahorses and the like and malicious sea trolls as well.

Maylus Sea: C. 360,000 square miles. The waters to the north of Maylus bounded by the islands of Dazmun (east), Subonga (north and central), and Vanda (west), and the island group of Vano-Tagu.

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In this sea the main commerce is carried on by small native craft and a few seagoing ships only. Although the waters abound with marine life, the islands and shores surrounding it are lush with exotic vegetation, the ferocity of the native inhabitants, many of whom are cannibals, discourages coastal traffic, while pirates sailing these waters inhibit potential traders.

Mespell Sea: C. 225,000 square miles. The body of water between southern Varan and the Bahlosh Peninsula of western Irojh. It connects to the Khazarian Sea to the east, the Strait of Osiris to the south (and thence to the Sea of Khemit), and Daenaen Sea to the west where the two bodies touch around the Island of Kypros. It is a part of the Middle Seas. This division of the Middle Seas is a rich one for commerce, with ships plying the waters between Varan and Irojh, and coastal vessels creeping up and down the shores, fishing the rich bounty of the sea. Ships enter the Mespell from the south, coming from eastern Apphir, southern Irojh, and more distant places too. Warships and pirates are sometimes encountered in the Mespell Sea, of course. It too has sudden severe storms, and there are dangerous waters with uncharted rocks, shoals and small islands. As with all the Middle Seas, these waters are also inhabited by merfolk and sea trolls.

Middle Seas: See the following separate listings: Adronian Sea, Bay of Kartagus, Centrenean Sea, Daenaen Sea, Durelian Sea, Khazarian Sea, Mespell Sea, Strait of Gebraltak, Strait of Osiris, and the Strait of Ralus.

Rashati Sea: C. 135,000 square miles. The waters to the north, south and west of the island of Tealankha that separate it from the mainland of southeastern Irojh. They meet the larger Irojhan Ocean to the east.

Between the sea serpents plaguing this body of water and the bloodthirsty pirates who dare such monsters to attack, the Rashati is one of the more dangerous seas of the world. However, the riches that surround it-silks, rare woods, spices, gold, precious stones, ivory, and all manner exotic foodstuffs-bring trading vessels to risk voyaging here. At the same time, the dangers inhibit invasion from mainland to island, and vice versa, as a fleet of vessels is likely to attract droves of hungry sea beasts.

Sea of Hazgar: C. 1,530,000 square miles. The large northeastern extension of the Irojhan Ocean stretching from the shores of western Hazgar to those of northeastern Irojh. It is bounded on the south by the island of Hastratha. Where it washes the shore of Starfish Island (off the eastern coast of the Irojhan Banir), its waters to the northwest are known as the Bay of Rahmoud. All kinds of vessels are encountered in the Sea of Hazgar. There are great junks and merchant ships, swift dhows, Banir baghlas, pirates in swift vessels and flying prahus, hunters of marine mammals, fishing boats; in short, the waters of this sea are where vessels from all lands are likely to be found. Huge and dangerous octupi are frequently met in these waters.

Sea of Khemit: C. 450,000 square miles. The northwestern extension of the Irojhan Ocean lying between the Bahlosh Peninsula and the western coast of Irojh and Apphir, the Black Horn of which defines its southern extent. The waters of Suakar Bay are virtually an eastern extension of this sea. While there is some amount of piracy here, this sea is relatively safe, and many vessels cross its expanse to carry cargoes to and from Apphir (mainly Egyptian ones) and Irojh. Fishing, pearl diving, and harvesting of precious coral occupy many of the smaller vessels found near the coasts of this body of water. These latter pursuits are not without peril, however, as there are many marine predators and sea trolls here despite the presence of large numbers of merfolk.

Sea of Noppon: C. 360,000 square miles. The waters in and around the Noppon Islands-the great island of that name, Khunshu, Rykoso, and the six other and relatively small associated islands-and washing the shores of eastern Hazgar. Many boats and ships ply these waters, fishing and carrying on commerce between mainland Hazgar and the islands. The sea itself is renowned for its strange fish, marine monsters, and the numerous and varied sorts of kappa (see Pantheons of Lejend, Noponnic Pantheon) dwelling within it. Its northern waters are said to be the habitat for giant squids of most cunning sort, creatures that prey upon ships as well as marine life.

Sengjara Sea: C. 270,000 square miles. The long passage between Hazgar’s southernmost extension, the Xainam Peninsula, and the western islands of Karaporal (north) and Aylatoi (south), with northwestern Maylus forming its southern boundary. To the west is the Irojh Ocean, to the east the Malagar Strait, and southward lies the Temura Sea. This is another body of water that, relatively speaking, teems with shipping. As it is the shortest route between the eastern seas and ocean to the central Eastern Hemisphere’s great waters, many ships ply the Sengjara Sea, amongst them vicious pirates too. Coupled with dangerous sea creatures and savage native tribes who put to sea to assail coastal vessels, this place is as dangerous as any throughout the Lejendary Earth.

Temura Sea: C. 1,080,000 square miles. The waters to the north of Temura and its Lhurulk Peninsula, bounded northward by the long Cahnohea (Pearl) and Tse-Tsaa (Spice) Islands chain, and the western shores of the continent of Maylus.

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While there is some shipping to be found here, that between the two island continents (Temura and Maylus), few vessels venture into the heart of these waters because of the many tales regarding uncharted islands inhabited by man-eating flying creatures, monsters masked by illusions so as to appear to be islets with inviting harbors, massive sharks and even larger crocodiles. Those few ships that have dared to sail the Temura Sea, trade in the Pearl and Spice Islands, report such dangers, as well as warning of the vicious and treacherous natives found everywhere on the seemingly paradisiacal islands.

Brosten Gulf: C. 180,000 square miles. That portion of the Gymeer Sea lying south of the island of Brosten and bounded by the Marvtem Peninsula on the southwest and the Morgyor Peninsula on the southeast. It is a lively area in regards to shipping and fishing.

Gulf of Smarogen: C. 180,000 square miles. The southwestern arm of the Gymeer Sea that defines Northern Varan from the lower portion of the continent, with considerable traffic of commercial sort.

Gulf of Varan: C. 200,000 square miles. The southeastern arm of the Gymeer Sea that separates the continent of Varan from Hazgar, save for the neck of land in the Banir Wastes (Isthmus of Banir, the so-called “Key of Sand”) that connects the two land masses in the south. Commercial shipping here is often plagued by small pirate vessels.

Arolok Bay: C. 100,000 square miles. The central southern bay of Temura Continent at the neck of the Lhurulk Peninsula. As the weather here is more clement in regards to storms, much of the shipping traffic along the southern coast of Termura, and of Maylus as well, passes through this body of water.

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Bay of Kartagus: C. 135,000 square miles below the Island of Rhomlia on north central coast of Apphir. This large bay is the scene of much coastal commerce and some fishing as well. Small pirate vessels are not uncommonly encountered here.

Bay of Rahmoud: C. 180,000 square miles. This lies at the northern end of the Sea of Hazgar between Hazgar and the Banir Wastes of Varan. The general demarcation line is Starfish Island, below which the waters are those of the Sea of Hazgar proper. This busy area is the current scene of some considerable tension between the ruler of the Zajhady Conflux (of the Banir Wastes) and a piratical rebel faction calling itself the “Seaspiders” based on the island.

Bay of Tangeg: C. 120,000 square miles. The northern central bay of the Temura Continent’s western coast. Its northern margin is marked by Cape Wantykea and Myrileag Island, its souther n by the Anrogof Peninsula. This is a place where the shipping from the Irojhan Ocean prefers to sail and make port.

Bay of Udono: C. 2,000 square miles. The sheltered body of water whose eastern shore washes the Southern Cape of Apphir, and whose western shore is the Claw, the small, hooked Peninsula at the southern shore of the Western Cape of Apphir. At its head is the Donnen Plain. This is an excellent harbor in stormy weather.

Bay of Veils: C. 200,000 square miles. The southern bay of the Temura Continent’s western coast. A large and exposed body of water, the Bay of Veils is so named because of the frequent fogs and mists that spring up along its western verge where cold currents from the south meet the warmer bay waters and air associated with the island continent.

Because of islets and rocks, this is a somewhat hazardous place to enter and leave unless weather conditions are amenable.

Camchiad Bay: C. 20,000 square miles. The great eastern bay of the western shore of the Hazgar Continent opening onto the Gymeer Sea. This place has been the scene of several naval battles, and the easterners patrol and hold its waters firmly, for if it became a salient for some Varanian power, the lands bordering the bay would be virtually en prize to such invaders.

Chilblansk Bay: C. 30,000 square miles. The northernmost bay of the northern shore of the Hazgar Continent opening onto the northern Magnific Ocean. In summer the bay is open and the scene of considerable traffic. At least half of the year, however, it is partially frozen and sprinkled with small icebergs.

Corsair Bay: C. 2,000 square miles. The eastern-facing bay of the coast of Apphir’s western cape that is formed by the Hook of Lions. It opens into the Lantean Ocean.

Claw Bay: C. 50,000 square miles. The northeasternmost bay of the Temura Continent near the end of the Lhurulk Peninsula. It is a most robust place, because of its excellent shelter and proximity to Maylus and the rich trade of the Temura Sea.

Dagon Bay: C. 3,000 square miles. The small bay at the southern tip of the Mesphosian Peninsula of Varan separating the Mespell and the Daenean Seas. It is a relatively wellsheltered harbor in storms, and there is generally much traffic of coastal and fishing vessels in its waters. Pirates raid it occasionally, but frequently patrolling warships discourage this.

Fairdin Bay: C. 160,000 square miles. The bay of the south coast of eastern Maylus Continent, formed in part by the Kumate Peninsula. This body of water generally sees only a few small coastal vessels, as larger ships seldom enter these shallow waters.

Galfrande Bay: C. 35,000 square miles. The bay on the north coast of central western Varan that opens into the Lantean Ocean. Although busy in the summer, in late autumn through early spring the bay is generally deserted because of the inclement weather, storms and cold from the Arctic Sea region.

Gnird Bay: C. 10,000 square miles. The south central bay of the southeast coast of Temura Continent, opening into the Magnific Ocean. It is below Nakunhl and above Seahorse Bay. As might be expected, this harbor is used by such traffic as is sailing south and east.

Godak Bay: C. 30,000 square miles. The bay of the north coast of western Maylus Continent at the south end of the Senjara Sea. Ships often put into this bay to avoid storms, although some small amount of commerce also uses it.

Ghondar Bay: C. 20,000 square miles. The westernmost bay on the north coast of the Western Cape of Apphir. It opens to the waters of the Lantean Ocean. Ghondor Bay is generally bustling with ships and boats of all sorts, as it is a staging place for vessels bound to and from the offshore islands and those traveling to the Western Hemisphere.

Jalash Bay: C. 2,000 square miles. The northernmost of the two small bays on the northwestern coast of Temura. Although a fine anchorage in summer, the bay is swept by cold and frequent storms in winter (Sixthmonth through mid-Ninthmonth).

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Krnoch Bay:

C. 30,000 square miles. The central bay on the eastern coast of Temura Continent. The bay is relatively lonely, although there are some ships in it when summer is high and trading between Maylus and Temure is at its highest.

Kungchin Bay:

Oltrana Bay:

C. 40,000 square miles. The nearly landlocked south central bay of the east coast of the Hazgar Continent, whose Kung-po Strait connects it to the Sea of Noppon to the west. This place is a very active one, with boats and small junks plying between the north and south coasts of the bay, and seagoing junks and ships putting into the bay from other parts of the world.

C. 100,000 square miles. The large southwestern bay of the northeastern shore of the Hazgar Continent, opening onto the Gymeer Sea. It is the next indentation of the sea west of the Gulf of Varan. This place is likewise fairly busy, mostly with coastal Hazgarian boats and small ships plus patrolling warships.

Liangol Bay:

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Nakunhl Bay:

C. 3,000 square miles. The small eastern-shore bay of the Waywino Peninsula of Maylus that opens into the sea of that name. This is a port of call for many light trading vessels, schooners and native craft.

Pozumik Bay:

C. 135,000 square miles. The great northern bay of the east coast of Hazgar Continent that defines the massive northern Peninsula, Minguria. The Changmu Peninsula forms the southern shore of this bay. Generally a lonely and forsaken place, a few ships enter its waters during the warmest months.

C. 30,000 square miles. The northern bay of the far western shore of the Hazgar Continent, opening onto the Gymeer Sea. It is at the base of the hills that are the most eastern of the land mass. Although a good anchorage, few craft other than fishing vessels are likely to be encountered in this bay.

Lungbo Bay:

Purdoa Bay:

C. 100,000 square miles. The great northcentral bay on the eastern coast of the Hazgar Continent, meeting both the northern Magnific Ocean and the northern waters of the Sea of Noppon. It is formed by the Changmu Peninsula to the north and the Sungtzu Peninsula to the south. There is a considerable amount of shipping traffic here, smaller fishing vessels as well plying the bay.

C. 120,000 square miles. The western bay of the north coast of Temura Continent that is at the neck of the Lhurulk Peninsula. In most times of the year there will be seen various ships passing through this body of water, moving from the north or south, east or west. Many small trading vessels come here from the Temura Sea, after calling on island ports.

Makresh Bay:

Rhansland Bight:

C. 15,000 square miles. A western bay on the north coast of the Western Cape of Apphir west of the Hook of Lions. It opens to the waters of the Lantean Ocean some 1,200 miles due south of the western tip of Varan. Save for occasional merchant vessels, there is nothing more than some fishing-boat traffic in this place. Even pirates are rare due to the relative quiet of these waters.

C. 5,000 square miles. The waters east of the Rhansland Islands where the coast of Varan curves northwest. The mouth of the Rhan River is at the southern end of this bay. Small craft and fishing boats ply the bight’s waters, but large ships seldom pass through here save in times of storm when they will risk the shoal waters in search of calmer seas.

Ruskomon Bay: C. 5,000 square miles. The more southerly of the two small bays on the northwestern coast of Temura. This is a relatively lonely and desertred anchorage, althgough an excellent one.

Seahorse Bay: C. 15,000 square miles. The southeasternmost bay of the east coast of Temura Continent, opening into the Magnific Ocean. This is another quite deserted body of water most of the time, save for occasional coastal vessels passing through, as there is no nearby trade route from here to anywhere except the dangerous Antarctic currents.

Suakar Bay: C. 100,000 square miles. The deep waters south of the Baylosh Peninsula of Irojh that define its neck there. It opens to the Sea of Khemmit westwards, southwards to the Irojhan Ocean. There is considerable traffic crossing the bay, but it’s depth precludes it from being an anchorage. It does serve as a relatively safe harbor from storms.

Tomingha Bay: C. 30,000 square miles. The bay on the east coast of Hazgar that is at the neck of the Xainam Peninsula and whose waters merge with the Chisung Sea. Small vessels and large abound here, piratical ones included.

Upuat Bay: C. 100,000 square miles. The bay that is a part of the Sea of Khemit but whose waters are encompassed by the Black Horn of Apphir and that continent’s eastern coast opposite the Horn. Thus there is a good volume of shipping here-seagoing vessels of smaller sort, fishing boats, and coastal vessels. Within Upuat Bay, however, are two smaller bays, both of which provide fair harbor for smaller ships. They are:

Dosjomba Bay: C. 6,000 square miles. The southern of the two bays on the eastern coast of Apphir contained within the greater Upuat Bay.

Mubosis Bay: C. 4,000 square miles. The northern bay on the eastern coast of Apphir, contained within the greater Upuat Bay. Set into the foothills of the Gebethe Mountains to the north, this is an excellent port.

Vokanin Bay: C. 15,000 square miles. The relatively small northern bay of the western shore of the Hazgar Continent, opening onto the Gymeer Sea. It is used mainly by small trading vessels and fishing boats.

Zeip Bay: C. 20,000 square miles. The relatively small western bay of the northeastern shore of the Varanian Continent opening onto the Gymeer Sea. It is southwest of the island of Brosten. Many merchant ships ply its waters, and there are some numbers of pirates who venture within the bay to find and carry off fat prizes.

Irojh Passage: C. 90,000 square miles. The long strip of coastal water between the mainland and the three islands of Denphal, Ingridor, and Najamir that lies east and whose shores are washed by the great Sea of Hazgar. The Irojh Passage is some 800 miles north to south, and its width varies from 50 miles to 120 miles. Its relatively sheltered waters are plied by many coastal ships and are a magnet to pirates.

Culamon Channel: The 150-mile-long passage that separates the islands of Bahglori and Lomghat. Its width varies from 20 to 35 miles. The northeastern end gives into the Sea of Hazgar; the southwestern mouth into the Irojhan Ocean. Inter-island trading vessels, and raiders alike, favor this channel.

Kung-po Strait: The 15-mile-long, five-mile wide channel between the Sea of Noppon and the Kungchin Bay of Hazgar’s central east coast. It is a busy shipping route.

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Hastratha Strait: The 500-mile-long passage between the island of Hastratha and the islands of Bahglori and Lomghat is only some six miles wide at its narrowest point and quite shallow and dangerous for large ships. Generally it is used only by shallow-draft vessels.

Lomghat Channel: The 100-mile-long passage between Irojh and the island of Lomghat. Its width varies from 30 to 55 miles. The northwestern end opens into the Sea of Hazgar; the southeastern mouth into the Irojhan Ocean. Many ships use this body of water, so of course pirates lurk along it, or at its ends.

Malagar Strait: The 300-mile-long passage between the southern end of the Xainam Peninsula of Hazgar and the northwestern tip of Maylus, passing the island of Vanda. Eastwards and to the north, the waters are divided by the Xiamao Islands to form the eastern and western passages of the Straits of Coral. Fierce natives in small vessels make this much-traveled route a dangerous one.

Rhulu Strait: The 300-mile-long, 150-mile-wide passage running between the Pelurf Peninsula of southwestern-most Maylus and the Lhurulk Peninsula of Temura to the west. It connects the Temura Sea to the north with the Magnific Ocean. It is not a heavily traveled passage, as not many ships come from the Magnific to enter the Temura Sea here, and vice versa.

Strait of Gebraltak: The 30-mile-long passage between the Atlas Columns of the Yberean Peninsula of southwestern Varan and northwestern Apphir, connecting the Sea to the East and the Lantean Ocean to the west. Barely 5 miles wide at the central point it funnels in both directions to around 25 miles wide. The lurking sea trolls, strong currents and hidden rocks near the opposite shores of the strait make it a

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difficult one to navigate. Visible wrecks on the coasts attest to this.

Strait of Osiris: The 200-mile-long passage between the Bahlosh Peninsula of Irojh and northeastern-most Apphir that connects the Mespell Sea to the North and the Sea of Khemit to the south, varying from over 50 miles wide to a neck of roughly 20 miles wide at its northern mouth. Boats and small vessels are common here, and large seagoing junks and ships will sometimes be seen. Piracy is common, and considerable warship activity is present to counteract these corsairs.

Strait of Ralus: A 90-mile-long passage between the Dun Headlands of Varan and the Golden Cape of Irojh connecting the eastern end of the Middle Seas, the Khazarian, and the Mespell Seas. It is a comfortable 21 miles across at its narrowest point, so only in storms is it a hazard to sail. Pirates, though, are another matter.

Straits of Coral: The Eastern (c. 500-mile-long) and Western (c. 300-mile-long) passages around and past the Xiamao Islands. Eastwards the strait leads to the Magnific Ocean, the Vanda Passage to the Maylus Sea, or the Malagar Strait. Westwards it borders the Xainam Peninsula, thus communicating between the Chisung Sea northwards, or the Malagar Strait to the west. Both portions of the Straits of Coral are quite active in regards to shipping and piracy.

Denphal Sound: The 20-mile-wide passage between the islands of Denphal and Ingridor that lie off the eastern coast of the continent of Irojh. It connects the Sea of Hazgar to the east with the Irojh Passage to the west, that strip of water lying along the central portion of the continent as defined by the three long islands there. This is a well-guarded and frequently used bit of water. Many small vessels and boats cross the sound daily.

Noppon Islands:

The Continents of the Eastern Hemisphere Apphir: C. 12,250,000 square miles. The great southwester n continent, an island continent, though barely separated from western Varan at the Atlas Columns by the Strait of Gebraltak and from Irojh by the Strait of Osiris.

C. 367,500 square miles. The island group associated with Hazgar, of which the nearest and largest, Noppon Island proper, lies some 75 miles east of the Hazgarian mainland. There are three large and seven small islands in the group. Five of the small islands are clustered at the northern end of Noppon, and the two other small ones are some considerable distance south. They are divided into two states as follows:

Hazgar:

Noppon Empire Eranago Island:

C. 7,750,000 square miles. The northeastern-most continent, being east of the Gymeer Sea, connected to Varan in both the far north and the central region by the Isthmus of Banir, in the dry wastelands of the same name.

C. 1,600 square miles. The most northern of the five small islands off the northern tip of Noppon. Eranago is about 50 miles northeast of Tusogi and the same distance north of Yomara Island. It is about 80 miles long and averages 20 miles width.

Hastratha Island:

Haido Island:

C. 192,500 square miles; population 2,000,000 (Kingdom of Hastratha). The kingdom and great island that stretches to the north of the islands of Bahglori and Lomghat. and whose north and east coasts separate the Sea of Hazgar from the Irojhan Ocean. The waters between it and the southern island neighbors of Bahglori and Lomghat are known as the Hastratha Strait, a narrow and dangerous passage used only by coastal vessels. Hastratha is 750 miles long and 275 miles wide on average.

Jinru Island:

C. 1,200 square miles . The small island lying only about 15 miles off the northern east coast of Noppon, and one of five such islands in the area. Haido is 150 miles north of Yomara, and 50 miles southeast of Jinru Island. It is some 40 miles long and 30 across. C. 5,000 square miles. The largest of the five small islands off the northern tip of Noppon. Jinru is about 30 miles from the biggest of the islands. It is about 100 miles long and averages 50 miles in width.

Noppon:

Irojh: C. 2,750,000 square miles. The southern central peninsular continent (and associated islands) that is separated from Varan to the north by the Banir Wastes Hills and to the west by the Khazarian Sea, the Strait of Ralus, and the Mespell Sea. Much of its southern portion is jungle.

Maylus: C. 1,800,000 square miles. The southeastern island continent, with five large and 13 small islands associated with it in considering its area.

C. 180,000 square miles. The largest and central island of this group. It is just less than 300 miles wide at its broadest, averages about 180 miles in breadth, and stretches for some 1,000 miles. The northern end, save for a 20-mile-wide strip along the eastern coast, is comprised of rugged hills upon which grows a considerable forest of around 30,000 square miles in extent.

Tusogi Island: C. 900 square miles. This is one of the five small islands off the northern tip of Noppon. Tusogi is about 30 miles off the east coast of Jinru island,

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lying between it and Eranago Island. It is about 32 miles long and averages around 29 miles wide.

Yomara Island: C. 2,100 square miles. The central northeastern island of the five small islands off the northern tip of Noppon. Yomara is about 50 miles south of Tusogi and 150 miles northeast of Haido Island. It is about 70 miles long and averages 30 miles wide.

Kingdom of Khunshu Khunshu Island: C. 125,000 square miles. Easternnmost and second largest of the three big and seven smaller islands of this group, it is over 600 miles long and averages some 200 miles in breadth. A forest of around 25,000 square miles’ extends along its northeastern end.

Kysubri Island: C. 2,700 square miles. The southernmost of the small islands, Kysubri lies between the two big islands of Khunshu and Rykoso, being only 5 miles distant from the former and 10 to 15 miles from the latter. It is approximately 90 miles in length and 70 in average breadth.

C. 2,700,000 square miles. The central southern island continent near the southwestern tip of Maylus.

Tealankha Island: C. 225,000 square miles; populaton 2,500,000 (Maharajate of Tealankha). The largest island of the seven big and three small islands associated with Irojh. It is separated from the mainland by the Rashati Sea, and its eastern shores are washed by the Irojhan Ocean. This hook-shaped island that somewhat resembles the letter J is generally hilly and much of it is covered in rain forest. It is ruled by a Maharaja. Tealankha is about 900 miles long, following the curve, and on average 225 miles wide.

Varan: C. 6,150,000 square miles. The northwesternmost continent of the eastern hemisphere. It is connected to Hazgar and Irojh at the Banir Wastes, the Isthmus of Banir.

The Unassociated Islands of the Eastern Hemisphere

Namikawa Island:

Bahlaytai:

C. 4,000 square miles. The fairly large island that lies in the channel between Noppon to the north and Kunshu to the south. Its northwestern shore is only 20 miles from the big northern island, and the southern one is some 30 miles across the strait there. Namikawa Island is about 100 miles long and 40 miles wide on average.

C. 3,500 square miles; population c. 3,900. The lone island some 400 miles eastnortheast of Dazmun Island in the Magnific Ocean. It is about 75 miles long and averages a little over 45 miles wide. It is inhabited by a most warlike number of tribes that somewhat resemble the Maori of our world.

Rykoso:

Cahnohea (Pearl) and Tse-Tsaa (Spice) Islands:

C. 45,000 square miles. The third largest and southernmost of the three big and seven smaller islands of this group. Rykoso is approximately 200 miles in length and 150 miles across. There is still a considerable warm-temperate forest at the southwestern tip of the island, of around 10,000 square miles in extent.

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Temura:

C. 15,000 square miles. The seven large and many small islets and coral atolls that form a long island chain running 1,000 miles from southwest of the large island of Aylatoi and roughly parallel to Maylus at about 600 miles distance, in the general direction of the continent of Temura. They separate the Irojhan Ocean to the west from the Sea of Temura to the east.

The main islands are:

Cahnohea Island:

Popoloi Island:

C. 1,200 square miles; population c. 1,300. A pearl island. The middle island of the chain. It is irregularly shaped, rather like a backwards comma, and has an average length of 60 miles and an average width of 20 miles. The rather sly and treacherous Cahnohea tribes are found here.

C. 1,350 square miles; population c. 1,450. A pearl island. The nearest to the center of the southerly three islands of the group. It is 45 miles long and 30 miles across. The Popoloi are savage, but their indolence and greed makes them generally easier to deal with than most other tribes of the Pearl Islands.

Dilouho Island:

Runnagaata Island:

C. 1,600 square miles; population c. 1,700. A spice island. The southernmost island of the chain, it is approximately 40 miles long and equally broad. Inhabited by the darkskinned and quite hospitable Dilou and Ho tribal peoples, the island is a welcome port of call for spice trading vessels.

C. 3,000 square miles; population c. 3,300. The richest of the spice islands. The last, the nearest to the middle, of the northerly three islands of the group, and the largest of the seven islands. It is 100 miles long and averages 30 miles in width. The two tribes here, the Runnagaata and the Ny-tebero, each group in several sub-tribes, are of mixed “race”-a blend of what might be likened to Polynesian and Melanesian, with some Mongolian-race features. They are cautious with outsiders, generally at odds with their fellows. If treated with great respect, and properly paid, however, trading here can be most profitable.

Lakinna Island: C. 2,700 square miles; population c. 2,900. A spice island. The second most northerly of the group. It is 90 miles long and averages 30 miles in breadth. The Lakin, Lakinna, and Minda tribal peoples inhabit the island. Although each group is relatively friendly to strangers, there is a continual warfare between these natives, so it is wise to trade with only one group during a voyage here.

Parahigi Island: C. 900 square miles; population c. 1,000. The richest of the pearl islands. The second most southerly island of the chain, it is approximately 30 miles wide and equally broad. The Parahigi are the cleverest and most dangerous of all the Pearl Island tribes. Being keen barterers, then demand much for their finest pearls, and if they feel the trader is stinting, the Parahigi will attempt to slyly attack and slay the “offending” strangers, thus retaining their pearls and gaining all the trade goods brought for their purchase.

Tse-Tsaa Island: C. 3,400 square miles; population c. 3,700. A spice island, the largest of the group. This third most northerly of the group is also likely the most dangerous. It is 95 miles long and averages 35 miles in breadth. The Tse peoples are mainly of the sort encountered on the Pearl Islands, and their rivals, the Tsaa are a strange honey-colored tribe that is always warring with the Tse. The Tse hold the northern half of the island, the Tsaa the southern part, a sort of noman’s-land of perhaps 10 miles width dividing the two. If either tribe suspects that foreigners are in league with their foes, there will be an immediate and bloody assault launched upon the offending outsiders.

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Dazmun: C. 105,000 square miles; population c. 30,000. The large and lone island some 150 miles northeast of Maylus’ northeastern cape. It lies between the waters of the Magnific Ocean to the east, the Maylus Sea to the west, thus for ms the easter n boundary of that sea. The island is some 450 miles long east to west, the eastern portion being about 300 miles north to south, the western third only 100 miles north to south. Much of its interior is uninhabited, with some most warlike number of tribes that somewhat resemble the Maori of our world near the coasts. They are sailors of considerable sort, using large outrigger vessels for long voyages.

C. 1,250 square miles; population c. 3,500. The next to the easternmost of the chain. It averages 50 miles in length and 25 miles in width.

Karatok Island: C. 1,600 square miles; population c. 4,500. The easternmost of the chain. It averages 54 miles in length and 30 miles in width.

Tsoro Island: C. 1,400 square miles; population c. 4,000. The southwestern-most of the chain. It averages 65 miles in length and 21 miles in width.

Yoraden Island: C. 600 square miles; population c. 1,500. The small island some 75 miles east of Brujin. It is 30 miles long and about 20 wide.

Furyuko Islands:

Galadus Island:

C. 10,000 square miles. The seven large islands and assorted islets and atolls beginning some 300 miles southeast of Khunshu Island of the Noppon Archipelago and running southeast for about 600 miles forming the northeastern border of the Golden Sea. All are inhabited by folk of generally Nopponese-like sort. The main islands are:

C. 22,500 square miles; population c. 65,000. The large, tropical island in the Lantean Ocean some 200 miles west of the Western Cape of Apphir that is inhabited by a mix of northern Apphirians and Varanians. Its closest island neighbor is Sirine Island, approximately 50 miles to the northwest. Galadus Island is a coastal port for shipping from Apphir’s rainforest, the cargoes then generally moving north or south or west into the harbor of Sirine. Galadus Island is around 300 miles long and its average breadth is 75 miles. The interior of the island is a mix of plantations, small farms, and wild forest land.

Brujin Island C. 1,350 square miles; population c. 3,900. The northwestern-most of the chain. It averages 45 miles in length and 30 miles in width.

Daijin Island: C. 900 square miles; population c. 2,700. The small island some 75 miles southeast of Tsoro. It is 30 miles long and equally wide.

Gonin Island: C. 2,000 square miles; population c. 6,000. The horseshoe-shaped island in the middle of the group. Its curved length is 125 miles from tip to tip, and its average width is just under 20 miles. It has a superb harbor, although the passage through the coral reef is dangerous.

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Higa Tima Island:

Hulok: C. 20,000 square miles; population c. 110,000, fanatics and piratical (Kalharkri Thearchy). The southern large island defining the eastern verge of the Chisung Sea. It is about 180 miles long and averages about 111 miles in width. It is a part of the Greater Jylayian Archipelago. While its shores are well-populated, the interior of the island is quite wild. Its natives, the Hulok people, are of yellow-tan complexion, slender but strong savages, many tribes of whom are head-hunters.

JJylay ylay Islands: C. 12,500 square miles. The 10 smaller islands also inhabited by tribes similar to the Holok, along with a handful of islets, east and south of Mindmoro that border and are in the Golden Sea and wrap westwards around Hulok Island into the Chisung Sea. They are a part of the Greater Jylayian Archipelago, tropical and lushly abundant, and consist of the following:

Boeibi: C. 1,600 square miles; population c. 1,700 Boeibo tribesmen. The northern island of the two in the Golden Sea. It is about 100 miles east of the Bay of Mindmoro. Boeibi is about 80 miles long and 20 miles wide.

Dovvi: C. 1,500 square miles; population c. 2.000 Dovvu tribesmen, fanatics and piratical (Kalharkri Thearchy). The southern of the two islands between Mindmoro and Hulok. It averages 50 miles in length and 30 in breadth.

in the Chisung Sea. It is some 30 miles long and 22 miles in average width.

Minotag: C. 600 square miles; population c. 1,100 Minotag tribesmen. On this island the natives are of bronze complexion, lean, and relatively hospitable to outsiders other than Jylays-the latter being continually warring upon them. The northern island of the two lying between Hulok and Shuvu. It is a bit over 30 miles in both length and breadth.

Salawala: C. 2,200 square miles; population c. 3,500 Salawali tribesmen, fanatics and piratical (Kalharkri Thearchy). The northern of the two islands between Mindmoro and Hulok. It averages 55 miles in length and 40 in breadth.

Turra-lat Island: C. 1,000 square miles; population c. 1,200 Turra tribesmen. The south island of the three off the west coast of Shuvu Island and lying in the Chisung Sea. It is some 40 miles long and 25 miles in average width.

Gomil: C. 750 square miles; population c. 850 Gomillu tribesmen. The most southern of the chain, lying in the Chisung Sea southwest of Shuvu. It is some 30 miles long and 25 miles in average width.

Jyaquo: C. 2,100 square miles; population c. 3,000 Jyaqi tribesmen, fanatics and piratical (Kalharkri Thearchy). The easternmost island of the two in the Golden Sea. It is about 60 miles northeast of the Hulok. Jyaquo is about 70 miles long and 30 miles wide.

Lebu: C. 650 square miles; population c. 1,000 Lebu tribesmen, fanatics and piratical (Kalharkri Thearchy). The north island of the three off the west coast of Shuvu Island and lying

Vagavig: C. 2,600 square miles; population c. 2,800 Vagavig tribesmen, copper-skinned folk not like most Jylay islanders, larger, firecer, but more friendly to strangers of non-Jylay sort. The southern of the two islands lying between Hulok and Shuvu. It is 85 miles long and 30 miles wide.

Winwing: C. 1,600 square miles; population c. 2.500 Winwingi tribesmen, fanatics and piratical (Kalharkri Thearchy). The middle island of the three off the west coast of Shuvu Island and lying in the Chisung Sea. It is some 45 miles long and over 35 miles in average width.

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Lavihina Islands: C. 9,000 square miles. The chain of four large islands and various islets, some 600 miles northeast of Dazmun Island and running northwest to southeast in the Magnific Ocean for about 600 miles. All are inhabited by what might be considered Polynesian tribes. The main islands are:

Bonavai: C. 1,800 square miles; population c. 2,000 Bonav tribesmen. The second island from the northwestern end island of Nasvvoi. It is 60 miles long and 30 miles in average breadth.

Houia: C. 1,600 square miles; population c. 1,800 Houii tribesmen. The southeastern-most of the four islands, Houia is about 40 miles in both width and length.

Nasvvoi: C. 1,900 square miles; population c. 2,100 Nasvvoi tribesmen. The northwestern-most of the four main islands. It is nearly T shaped, with a stem length of 45 miles, a top cross of 30 miles, and an average width of over 25 miles.

Toltola: C. 3,000 square miles; population c. 3,300 Toltoli tribesmen. The largest of the four main islands and the next to most southeastern. Toltola is a nearly circular island with a diameter of around 60 miles. It has a large fresh water lake in its center that is about 10 miles in diameter.

Mindmoro: C. 78,000 square miles; population c. 300,000. The northern large island defining the eastern verge of the Chisung Sea. Its curved shape of some 600 miles length and breadth of an average of a bit over 130 miles makes it of considerable size and importance. It is tropical, generally lush, and all manner of exotic spices, fruits, and the like are found on Mindmoro.

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It is a part of the Greater Jylayian Archipelago. The island is settled mainly along the shores, with the mountainous interior a wilderness jungle. The inhabitants are a mixed race of Jylay stock interbred with Chinsungese and other islanders of what equates to Polynesian “race”.

Paylero Islands: C. 15,000 square miles. The cluster-chain of 12 large islands with various islets and atolls, beginning some 300 miles north of Subonga and running northwest for about 600 miles in, and forming the southeastern border of, the Golden Sea. The major islands fall into two main groups, a cluster of seven islands to the north and east of Ataloa Island, and a chain of four others running south and east of the same island. The tribes inhabiting these islands are basically of what we would call Polynesian sort, with some darker admixture here and there, and in all a handsome people. It should go without saying that they are excellent navigators and seafarers despite their small and primative outrigger craft. The main islands are:

Ataloa Island: C. 2,500 square miles; population c. 2,800 Ataloan tribesmen. The biggest and generally central island to the west of the cluster. It is 80 miles long and just over 30 miles in average breadth.

Bajibun Island: C. 1,500 square miles; population c. 1,700 Bajibun tribesmen. The northernmost island of the seven-island cluster. It is 40 miles long and almost 34 miles wide.

Gomoda Island: C. 750 square miles; population c. 900 Gomodi tribesmen. The island immediately south of Bajibun and one of the sevenisland cluster. It is 30 miles long and about 25 miles wide. It is flanked by Nonoro Island to the west, Tabarri to the east.

Gonatauva Island: C. 1,500 square miles; population c. 1,700 Gonatuvan tribesmen. The westernmost of the southwestern three islands of the seven-island cluster. It consists of three parts, which at high tide are separated by about 50 yards of water. The island is in a long V-shape, being about 125 miles in length and on average 12 miles wide.

Muitatia Island: C. 1,000 square miles; population c. 1,200 Muiatat tribesmen. The second eastern island, counting Rotomoa as the first, of the southern, four-island chain. It is about 45 miles long and 22 miles wide.

Nonoro Island: C. 600 square miles; population c. 700 Nonoroi tribesmen. The island immediately southwest of Bajibun and one of the sevenisland cluster. It is 30 miles long and about 20 miles wide. It is flanked by Gomoda Island to the east.

Rimbaini Island: C. 700 square miles; population c. 800 Rimbaini tribesmen. The second western island of the southern, four-island chain. It is about 35 miles long and 20 miles wide.

Rotomoa Island: C. 1,800 square miles; population c. 2,200 Rotomoan tribesmen. The second largest of the group lying just south of Ataloa Island and the westernmost of the chain of four running east-southeast from there. It is 45 miles long and over 40 miles wide.

Sibo-tagi Island: C. 700 square miles; population c. 800 Sibo and Tagi tribesmen. The easternmost of the southwestern three islands of the sevenisland cluster. It is about 35 miles in length and 20 miles in width.

Tabbari Island: C. 1,000 square miles; population c. 1,200 Tabbari tribesmen. The island immediately southeast of Bajibun and one of the sevenisland cluster. It is 50 miles long

and about 20 miles wide. It is flanked by Gomoda Island to the west.

Vela Tavi Island: C. 900 square miles; population c. 1,100 Vela T avi tribesmen. The easternmost of the southern, four-island chain. It is something over 30 miles long and equally wide.

Woiloi Island: C. 600 square miles; population c. 700 Woiloi tribesmen. The central of the southwestern three islands of the sevenisland cluster. It is about 25 miles in both length and width.

Shuvu: C. 38,500 square miles; population c. 175,000, fanatic and piratical tribesmen (Kalharkri Thearchy). The central large island defining the eastern verge of the Chisung Sea. It is about 275 miles long and about 140 miles wide. It is a part of the Greater Jylayian Archipelago. It is peopled mainly by Jylay tribes dwelling around the coasts, in small communities, while the larger ports are a mix of many races who have managed to make this island their home. The central island is mostly uninhabited, a tropical jungle.

Sirine Island: C. 10,000 square miles; population c. 30,000. The large, tropical island in the Lantean Ocean some 500 miles west of the western cape of Apphir and about 1,200 miles nearly due east of Oziruklan Island (of the Five Giants chain). Its nearest neighbor is Galadus Island, approximately 50 miles southeast in the Lantean Ocean. Sirine Island is named, not for sirens, but for its beauty and riches, as these lure sailors to jump ship. It is a busy crossroads for shipping in all directions. Sirine Island is around 120 miles long and its average breadth is 85 miles. The folk of the island come from all of the lands near and far. The interior of the island has farms and plantations, and considerable undeveloped wilderness as well.

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The Oceans, Seas, etc. of the Western Hemisphere Antarctic Ocean: C. 2,160,000 square miles of generally open water, not covered by permanent ice cap within the Western Hemisphere; overall 4,320,000 square miles, with 2,160,000 square miles of its extent lying in the Eastern Hemisphere. As with that part of this ocean lying within the Eastern Hemisphere, the Antartic waters here too have colder waters flowing from the Southern magnetic pole. They then collide with the warmer waters of the Lantean and Magnfic Oceans creating areas of frequent and violent storms, notably around southern Huybraz in the area of the Gauntlet of the Scorpion. This mixing of waters from tropical and arctic climates also spawns innumerable schools of fish, as well as attracting some of the ocean’s most deadly predators there for the rich feeding. The magnetic pull of the pole causes strong eastern currents to border the Antarctic Ocean. At the periphery, these currents tend towards the north, although well west of Huybraz there is a circular flow with strong southern currents meeting the western stream. Squalls are common at the periphery of these currents as well, contributing to the lack of exploration this southern body of water receives. The current prevalent at the interior of this ocean, near to the pole, is 180º opposed to that which borders this body of water! Some leagues distance (varying between ten and twenty) separates these conflicting currents, but this switchback effect also contributes to the hazards of navigating these waters. Needless to say, the intervening waters between the two opposing currents, known as, “the Vast Chop”, are rather tumultuous. The great whales and huge walruses of this body of water are infrequently hunted because of the dangers of the “Vast Chop” and so are quite

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numerous. The strength of the current, however, combined with generally favorable winds, often tempt daring navigators to ride the outer currents of the Antarctic ocean, saving both time and costs when travelling between the continents of Temura, Apphir, and Huybraz.

Lantean Ocean: C. 16,090,000 square miles within the Western Hemisphere, overall 26,280,000 square miles, with 10,190,000 square miles of its extent lying in the Eastern Hemisphere. In the Western Hemisphere the waters of the Lantean Ocean stretch unbroken from the Arctic Sea to Antarctic Ocean. Winds and currents combine to make shipping routes here circular, with eastbound vessels sailing northerly in the northern hemisphers, southerly in the south. On westward voyages, the reverse is true. Near land there will be found various fishing vessels, coastal traders, and pirates. Whaling ships will be encountered mainly in the colder waters north and south. In the central waters of the Lantean there might well be undiscovered islands, for much of these areas have not been charted. Even the location of the Sargasso Sea in the North Lantean Ocean is not well mapped, nor is the like Mer de Kelp somewhere near the Gulf of Patico properly located. Both places are said to be the home of many strange creatures, including small aquatic Alfar”Sargas” in the north, “Kelpies” in the south. Various sorts of large and dangerous sea creatures also roam these waters. Along the southern verge of this body of water, where it meets the Arctic Sea, there are not only great icebergs in the summer months, but also dangerous whirlpools, including the mightiest of them, the Maelstrom. Worst of all, somewhere along this border between the two waters are thought to dwell the most horrific denizens of the deep yet reported: the legendary krakens! Eyewitness reports from this region are, of course, non-existent.

Magnific Ocean: C. 30,890,000 square miles within the Western Hemisphere, overall 46,430,000 square miles, with 15,540,000 square miles of its extent lying in the Eastern Hemisphere. That which holds true for the Magnific’s eastern waters is doubly reaffirmed for the Western Hemisphere. Much of this vast expanse of water is virtually unexplored, both north to the west northwest of Miria, and south to the south of Huybraz and west southwest of Miria. Miria is the hub of sea traffic, with vessels sailing to and from there to Anatis, Huybraz, and the central islands between the two continents. Similarly, ships bound for the Far East usually do so from Miria’s home port or other Mirian port of call before the long voyage. Eastbound vessels sail north of the equator if heading for Noppon and Hazgar, south of it when their destination is Maylus and Temura. All return via the equatorial sealanes. Beyond question, there are undiscovered islands in the uncharted areas of the Magnific, although the reports of vast free-floating lands are likely spurious. Rumors of gigantic narwhales (sea unicorns), and serpents are also only given credence by the unrefined natives of the area.

Arctic Sea: C. 990,000 square miles of generally open water, not covered by permanent ice cap within the Western Hemisphere; overall 1,980,000 square miles, with 990,000 square miles of its extent lying in the Eastern Hemisphere. In the summer there is some coastal shipping here, mainly along the eastern coast of Anatis, with some along the northern coasts of Anatis as well. Eastbound vessels and whaler-hunters will in summer cruise the northern route above the continent, from the Magnific to the Lantean. In the larger open Arctic Sea, there is little commerce, so these places are not well mapped. Most scholars are adamant in holding that numbers of islands are likely yet

to be discovered in such parts of this ocean. This great body of water is teeming with aquatic life, and its rich fishing grounds attract both trawlers hoping to catch them, and hunter ships looking to take the predators that feed on the finny schools. As with the southern polar waters, here too are to be encountered massive whales and gigantic mammals, including not only walruses of incredible size but strange elephant seals reported to have trunks as long as an actual elephant, and sharp tusks to go with them. Here too are said to be leopard seals, sea mammals similar to sea lions, that will attack sailors by climbing the hull, seizing their victim, and diving back into the water to feed. Within the sea, and along the southern verge of this body of water, where it meets the Lantean Ocean, there are not only great icebergs in the summer months, but also dangerous whirlpools, including the mightiest of them, the Maelstrom.

Amzon Sea: C. 990,000 square miles. The waters off the northeastern end of Huybraz bounded by the easternmost three islands of the Five Giants chain to the north, the Amzon Islands in the west to the north, and the Javvil Islands chain in the west to the south. It enters the Golden Strait at the tip of the Emerald Horn, and the Jalpac Channel to the south at the island of Jalpac leads south into the Lantean. This equatorial sea is large but not known for its storms. However, as it is quite active in regards to commercial shipping, and as there are few warships in its waters, it is plagued by pirates. Many boats and larger vessels ply the waters fishing and carrying goods and resources to and from the islands and the mainland of Huybraz, also great ocean-going vessels frequently pass through here on their voyages north from Apphir to more distant ports of call. The fabled “great lamprey” is said to haunt this sea, and both merfolk and sea trolls are known to inhabit these waters.

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Azurflam Sea: C. 1,080,000 square miles. The waters off the northwestern coast of Huybraz bounded by the islands of Noqual and the Gulf of Kenotonka to the north, the Emerald Horn of Huybraz to the east, Chaltoci Island and the Sea of Xapacut to the west, and the continent proper to the south. There is no doubt that this body of water is likely the busiest in the Western Hemisphere. Vessels plying its islands, bound between the continents of Anatis and Huybraz, and voyaging west too are to be seen in the Azurflam. The hazards are many. Pirates and natives in large canoes lurk virtually everywhere to catch the unwary ship. Coupled with sudden storms and dangerous sea monsters, this is a most dangerous sea, but a well-armed ship ably sailed and boldly captained seems equal to such perils. Here too there are both merfolk, these with sea lions as guardian creatures, and sea trolls.

Inticon Sea: C. 225,000 square miles. The narrow waters off the central western coast of Huybraz bounded by the island of Perquela. The Incutal Passage at its northern end leads to the Sea of Xapacut and the Inqual Strait gives into the Magnific Ocean at its southern end. It is 300 miles wide at the northern middle portion, and as narrow as 30 miles wide near its southern end. In this narrow sea most commerce is carried on by small native craft and a few seagoing ships, these crossing to and from mainland Huybraz. The waters of the Inticon Sea abound with marine life, so there is considerable fishing activity here. Some piracy is known, but in general the waters are safe, and so large ocean-going ships are known to sail northwards through this sea bound for northern ports.

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Ryhulu Sea: C. 180,000 square miles. The strip of water lying between eastern Miria proper and the large island of Ekmalcan and the smaller northern island of Canzuninim. This body of water is relatively quiet in regards to traffic, although it is a main route for commerce coming from Hazgarian ports. Piracy is not common, but there are frequent and substantial reports of great sea monsters, even kraken-like ones, supposedly lurking in this sea.

Sea of Miria: C. 1,980,000 square miles. The great body of water lying between Anatis to the northeast and Miria to the southwest, bounded on the north by the island of Kalmotet, and on the south by the island chains of the Voquatls to the northwest of Huatlcutzi, and the Lelangis, east of and parallel to southern Miria. Being a warm body of water, the Sea of Miria is subject to frequent squalls and terrible storms. Nonetheless, it is a place where much shipping occurs. Near land there are many boats and small coastal vessels, while commercial junks and ships of considerable size, even warships, can be encountered in the open waters far from land. The marine fauna here is manifold, from tiny to huge, with sharks being the most feared predators, some strange species claimed to be larger and more savage than the dreaded great white sort.

Xapacut Sea: C. 1,530,000 square miles. The great body of water lying between Huybraz to the southeast, the Lelangi Islands chain and the Sea of Miria to the northwest, and bounded on the northeast by the island of Huatlcutzi, and on the south by the waters of the Magnific Ocean between the southern tip of Miria and the Huybraz island of Incutal. Second only to the Azurflam Sea, this body of water is vital to the commerce of those living in the Western Hemisphere.

Vessels plying its islands, bound between the continents of Anatis and Huybraz, voyaging west to Miria and beyond are to be seen in the Xapacut Sea. The hazards are many and include storms, shoals, pirates, savage natives in canoes, and great sea monsters. To have a fighting chance, a vessel sailing here must be very swift or very well armed. In any case the captain and crew need be able and brave in the face of danger.

Argentia Gulf: C. 720,000 square miles. A virtual sea unto itself, the waters off the south-central eastern coast of Huybraz that are a part of the Lantean Ocean. Somewhat more sheltered than the open ocean, these waters attract not only coastal shipping but larger vessels sailing southwards from Apphir and lands eastwards of that continent. Near to Huybraz there are excellent fishing grounds, and near to such places will be found both merfolk and sea trolls. Many marine mammals inhabit the gulf at various times of the year.

Gulf of Kenotonka: C. 720,000 square miles. The waters off the southeastern end of Anatis, bounded by the Oscelotic Peninsula on the east and the Tezcol Peninsula to the west, to the south by Noqual Island in the central area and the Bilkarbi Islands chain westwards to the Tezcol Strait. It enters the Golden Passage at the island of Apiatlok. This warm body of water is alive with fishing craft, inter-island traffic of native sort, as well as coastal trading vessels and large seagoing ships from Huybraz and Varan. Pirates, including native cannibal ones from the islands, plague the gulf. Mariners also tell takes of giant manta rays found in its waters, creatures so huge as to capsize small ships.

Gulf of Zataco: C. 20,000 square miles. The waters off the south central northeastern end of Huybraz, opening into the Amzon Sea. When storms threaten, this harbor is the likely refuge where all vessels able to attain it will be found riding out the bad weather in its sheltered waters.

Otherwise it is a relatively quiet place, with only coastal traffic likely to be encountered.

Auihrlu Bay: C. 3,000 square miles. A small bay, the southernmost of the three bays on the western coast of the island of Miria. Because of there being excellent anchorage here, commercial ships will often put in here for trade.

Bay of Anatis: C. 180,000 square miles. This massive bay on the northeast coast of the continent is the main area of activity for northern ocean trade as well as for coastal trade and fishing. The Settachat Peninsula forms the eastern shore of the bay. It is well-patrolled by warships, and seldom are pirates encountered in this place.

Bay of Cheprul: C. 10,000 square miles. The excellent bay on the southwest coast of Huybraz near the end of the Colanques Mountains. The hills lining its eastern shore offer deep and sheltered anchorage for the largest vessels. The bay is thus a relatively lively one in regards to all manner of vessels being encountered in its waters.

Bay of Foriskoan: C. 20,000 square miles. The southern bay on the west coast of Anatis. From this place leave numbers of ships bound for Miria, the central islands, or Huybraz.

Gavaskeda Bay: C. 475,000 square miles. The massive northern bay of Anatis that is entered via Dunshat Strait. The two volcanic islands in the central southern portion of it are believed to warm the waters and thus make it virtually ice-free at all times. Although ocean-going traffic is rare here, many native vessels cross the mighty bay, while boats travel its coasts, venturing out into the open waters to catch fish and marine mammals.

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Golthkulap Bay: C. 5,000 square miles. A small bay, the northernmost of the three bays on the western coast of the island of Miria. This is the main place from which seagoing vessels bound for Hazgar will depart.

Great North Bay: C. 200,000 square miles. The northernmost bay on the east coast of Anatis. It is formed by the Minohitan Peninsula to the north and the East Headland and the islands of Nataqua and Tavishi to the south. This place is relatively quiet, with few ships to be seen, save local fishing, whaling, and coastal vessels. In high summer there will be occasional visits by large trading ships that put in to resupply water stocks and find fresh food.

Hejaros Bay: C. 40,000 square miles. The large bay on the northwestern coast of Huybraz Continent that opens to the Azurflam Sea. Its western margin is Tlatocan Island. There is considerable traffic of all kinds in these waters.

Khuaxdhu Bay: C. 35,000 square miles. The excellent, quite large middle bay of the three on the western coast of the island of Miria. It lies between the Yagcthu and Hlogbathur Peninsulas north and south. It is mainly a place where vessels of Mirian origination drop anchor, trade, then sail northwards or southwards for other ports of call, nearby or distant.

Sylooska Bay: C. 80,000 square miles. The deep northern bay on the west coast of Anatis. It defines the Atakon Cape to the north. Save in summer when eastbound shipping drops anchor here, these waters are very much deserted in regards to ships. Small coastal craft of native sort are common, though, except in winter.

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Walatela Bay: C. 90,000 square miles. The fine bay on the southern part of the east coast of Anatis. It is the scene of considerable inter -ocean and local shipping and fishing traffic. Some piracy is reported, with raiders lurking just outside the bay to pounce upon unexpecting merchantmen.

Inticon Sound: See Inticon Sea.

Bolan Strait: The approximately 400-mile-long strip of water separating the north Lantean Ocean islands of Undria to the northeast and Cimbernia to the southwest, its average width being 90 miles, and its narrowest part 60 miles across. It is used by interisland vessels and shipping coming from and sailing for northern ports of Anatis.

Chaltoci Sound: The 700-mile-long, 40- to 100-mile-wide intercoastal waterway lying between Ixlan Island northwards past Chaltoci Island, that curves northeast past the islands of Mixlocatli and Tlatocan to access Hejaros Bay off the continent of Huybraz. Both local and ocean-going vessels use this passage, and pirates lurk near, lured by the fat prizes of this traffic.

Cronfin Passage: The 80-mile-wide and equally long body of water lying between the north Lantean Ocean islands of Hynall to the northwest and Cimbernia to the southeast. It sees both local shipping and occasional seagoing ships on their way eastwards to ports of call in Varan. Reports of underwater vulcanism in ancient times are generally disregarded.

Delratet Strait: The 150-mile-long, 50-mile-wide waterway between Tozpoc Island on the east and the Oscelotic Peninsula of Anatis and Macomix Island on the west. It connects the waters of the Pygmy Islands north of the western three Five Giants Islands with the Golden Passage to the south. Although haunted by savage native raiders and pirates, the strait is nonetheless used by many vessels beating northeast to reach the Lantlean or sailing south for the Golden Passage.

Dunshat Strait: The 150-mile-long passage into the Gulf of Gavaskeda in the north of the continent of Anatis. Few indeed are the seafarers who have passed through this body of water.

Gauntlet of the Scorpion: The 200-mile-long, 70-mile-wide strait between the southern tip of Huybraz, the Grimsting, and the islands of Poison and Venom. The passage connects the Lantean and Magnific Oceans. Winds, currents, rocks and shoals, and sudden storms all combine to make this a true gauntlet indeed! It is claimed that massive, furred aquatic giants dwell in the waters around this most dangerous passage, thus making it even more perilous to navigate.

Golden Passage: The generally east-west 600-mile-long and 100-mile-plus-wide stretch of water is bounded by Tozpoc and Kamaja Islands to the north and the Emerald Horn and the islands of Jarou, Derinba, and Apiatlok to the south. It accesses the Gulf of Kenotonka at the western end, the Azurflam Sea to the southwest via the Panpac Passage, the Pygmy Isles northwards via either Delratet Strait or Kamaja Strait, and the Amzon Sea on the east around the Emerald Horn. Because of the rich trade to be found all round, this is a relatively busy place, with many sorts of vessels small and large

likely to be encountered. Unfortunately, these vessels include fierce native warriors and occasional pirates.

Huatlcutzi Passage: The 100-mile-long, 70-mile-wide passage between the Azurflam and the Sea of Xapacut that lies between Chaltoci Island to the east and the islands, north to south, of Omtat, Huatlcutzi, and Etgua to the west. As there is considerable traffic in both seas, this passage is used by ships of many sorts, and is also frequented by raiders.

Incutal Passage: The c. 400-mile-long, 100-mile-wide strip of water lying between Huybraz and Saltivir Island to the east and Incutal Island to the west that leads north into the Sea of Xapacut, and southwards into the Inticon Sea (sometimes referred to as a sound). This sheltered body of water is much used as a route for ships heading west into the Magnific, bound for Miria or distant Hazgar. North and south shipping of coastal sort also use this corridor.

Inqual Strait: The 30-mile-long, 25-mile-wide waterway between the island of Incutal to the north and Perquela to the south that leads from the Inticon Passage on the east to the Magnific Ocean on the west. Again, a place where inter-island and seagoing vessels alike are want to use in their journeying.

Jalpac Strait: The 70-mile-long, 30-mile-wide (at its narrowest point) passage running between the coast of Huybraz to the west and the island of Jalpac to the east. It connects the Amzon Sea to the north with the southern Lantean Ocean and the Gulf of Argentia to the southwest. It is thus not only used by small vessels plying between Jalpac and the mainland, but by larger ships sailing southwards or beating in a northerly direction.

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Kamaja Strait: The 100-mile-long, 50-milewide waterway between Kamaja Island on the east and Tozpoc and Kartogua Islands on the west. It connects the waters of the Pygmy Islands north of the western three Five Giants Islands with the Golden Passage to the south. As with other passages in the region, it is frequently used by commercial shipping, and so is also plagued by savage raiders and pirates.

Teotlcan Passage:

The short, 50-mile-wide passage between the north Lantean Ocean islands of Lindelay to the southeast and Oaken to the northwest. It is used mainly by islandhopping traders and fishing boats.

700-mile-long, 100- to 200-mile-wide passage running between the Bilkarbi Islands and the Tezcal Peninsula to the north and the island of Huatlcutzi to the south. It connects the Azurflam Sea to the east with the Sea of Miria to the west. Such shipping as passes through these waters must keep a sharp lookout for native raiders, but pirates too are attacked by these savages, so they are not usually encountered here.

Panpac Passage:

Xapan Strait:

Lindelay Strait:

The approximately 200-mile-wide, 500mile-long waters leading southwest from the Emerald Horn of Huybraz on the east, passing between it and the islands of Jarou, Derinba, and Apiatlok on the north and Naclarbu and Puklipek on the south to enter the Azurflam Sea. Ships from Apphir and Varan alike use this body of water to reach more westerly ports of call. As with most passages in this region, native attacks and pirates too must be guarded against.

Saltivir Channel: The 50-mile-long, 80-mile-wide strip of water west of the coast of Huybraz and east of the island of Saltivir. The waters northwards are those of the Sea of Xapacut; southwards, the Incutal Passage. This is a relatively active place for small and large vessels alike.

Sting Passage: The 100-mile-long, 50-mile-wide strait between the islands of Poison and Venom to the north and Miasm and Toxin islands to the south, all south of the southern tip, the Grimsting, of Huybraz.

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This passage connects the Lantean and Magnific Oceans. Although it offers some respite from the weather and currents, it is also in this place that lurking sea giants are said to be encountered.

The 300-mile-long and approximately 50mile-wide waterway between Xapan Island to the east and Scimitar, Camchanya, and Kamaja Islands to the west. It accesses the Amzon Sea to the east of the Emerald Horn, and the Golden Passage to the west. This place is where many pirates seek their prey, and there are few warships to inhibit them.

The Continents and Great Island of the Western Hemisphere Anatis: C. 9,000,000 square miles. The great northern island continent and its associated islands.

Huybraz: C. 5,760,000 square miles. The southern island continent and its associated islands.

Miria: C. 1,060,000 square miles. A near continental-sized group of five islands, including Miria proper (c. 720,000 square miles great island), the largest noncontinental-island land mass of the world.

The Unassociated Islands of the Western Hemisphere Amzon Islands (The):

Cymea Island: C. 900 square miles; population c. 1,800 mixed native and ApphirVaranian. The central of the threeisland southern chain, Cymea is about 30 miles long and equally wide.

Gargarea Island: C. 650 square miles; population c. 1,200 mixed native and Apphir-Varanian. The westernmost of the three-island southern chain. Gargarea is a bit over 26 miles long and about as wide.

Hyppolita Island: C. 1,600 square miles; population c. 3,200 mixed native and Apphir-Varanian. The second northernmost of the cluster-group, Hyppolita is some 40 miles broad and equally long.

Maleavati Island: C. 600 square miles; population c. 1,000 mixed native and Apphir-Varanian. The little central island in the southern cluster, Maleavati is some 20 miles north of Cymea Island. It is 30 miles long and 20 wide.

Marina Island: C. 400 square miles; population c. 750 mixed native and Apphir-Varanian. This island lies only 30 miles north of Maleavati, and is the smallest of the cluster-group, being only 20 miles long and 16 miles in breadth.

C. 12,500 square miles. The cluster-chain of 10 islands and various islets that lie south and east of the great island of Oziruklan. They run from there southeastwards for some 600 miles and define the northeastern limits of the Amzon Sea from the waters of the Lantean Ocean. All these islands are under the hegemony of the Principality of Zolpakhet, and about 10% of their population is of newcomers, persons of pure Khemitic race, recent immigrants. The Islands include:

Penthesilia Island:

Antiope Island:

Phaphia Island:

C. 750 square miles; population c. 1,500 mixed native and Apphir-Varanian. The easternmost of the cluster-group and at the end of the chain, and one of the three-island southern chain. Antiope is about 30 miles long and some 25 miles wide.

C. 1,000 square miles; population c. 2,000 mixed native and Apphir-Varanian. This island lies some 150 miles southeast of Smyrnea and 50 miles north of Gargarea Island in the seven-island cluster of the cluster-chain. It is 40 miles in length and some 25 miles in breadth.

C. 1,500 square miles; population c. 3,000 mixed native and Apphir-Varanian. The northernmost of the seven-island southern cluster, Penthesilia lies about 300 miles southeast of Artemis Island. It is 50 miles long and averages 30 miles in width.

Artemis Island:

Smyrnea Island:

C. 2,500 square miles; population c. 5,000 mixed native and Apphir Varanian. The large island directly south of Oziruklan. It is 80 miles long and just over 31 miles wide.

C. 1,400 square miles; population c. 2,750 mixed native and Apphir-Varanian. The third northernmost of the cluster-group, this island is about 70 miles long and averages 20 miles in breadth.

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Apiatlok Island: C. 6,000 square miles; population c. 6,000 Apiatlok tribesmen ruled by some 2,000 Varianian overlords (Kingdom of Varozaval). The tropical island some 200 miles south of the Oscelotic Peninsula and about 300 miles east of Noqual Island. It marks the boundary between the Bay of Kenotonka to the north and the Azurflam Sea to the south. It is about 130 miles long and averages around 47 miles in breadth. The Cannibal Isles lie east and south of Apiatlok, and it is actually a part of the group. The natives are fierce, cannibalistic, and much given to raiding.

Batubel Islands: C. 28,500 square miles. The five-island cluster, with small islands, islets and atolls, in the Magnific Ocean lying some 1,900 miles southwest of the coast of the massive Huybraz island of Perquela and about 3,300 miles east of the eastern coast of midTemura. Isolated indeed are the Polynesianlike inhabitants! The islands are:

Batubel Island: C. 17,500 square miles; population c. 12,000. The large and generally central island of the cluster. It is 175 miles long and averages 100 miles in width. The central portions of the island are generally uninhabited wilderness.

Ceptol: C. 1,800 square miles; population c. 2,000. The southwestern island of the group, lying some 50 miles southwest of Batubel. It is 60 miles long and averages 30 miles in breadth.

Ishagon: C. 2,500 square miles; population c. 3,000. The southeastern island of the group, lying 40 miles east-southeast of Batubel. It is some 55 miles long and about 47 miles in breadth.

Vanuvar: C. 1,500 square miles; population c. 1,700. The northernmost island of the group, lying about 100 miles north of Batubel. It is some 45 miles long and 34 miles broad.

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Wydrapa: C. 3,600 square miles; population c. 4,000. The northeastern island of the group, lying 70 miles northeast of Batubel. It is some 60 miles long and equally broad.

Cannibal Isles: C. 5,750 square miles. A group of four tropical islands, with associated islets, of the Azurflam Sea lying east and south of Apiatlok Island. The natives are of Mongolian-like race, complexion coloring like old brass, and warlike in the extreme. The different tribes are usually at war with one another.

Derinba: C. 1,800 square miles; population c. 2,000 Derinba cannibal tribesmen. The largest island of the group. It lies some 25 miles east of the eastern end of Apiatlok Island. It is around 60 miles long and 30 wide.

Jarou: C. 1,000 square miles; population c. 1,200 Jarou cannibal tribesmen. The westernmost island of the group. It lies some 90 miles east of Derinba Island and about 175 miles west-northwest of the Emerald Horn of Huybraz. It is around 40 miles long and averages 25 miles wide.

Nachlarbu: C. 900 square miles; population c. 1,000 Nachlarbu cannibal tribesmen. The smallest island of the group. It lies some 150 miles south of Jorou Island and about the same distance west of the Emerald Hor n of Huybraz. The island of Puklipek is about 40 miles to its west. Nachlarbu is approximately 35 miles long and averages 26 miles wide.

Puklipek: C. 1,500 square miles; population c. 1,700 Puklipek cannibal tribesmen. The most southern island of the group. It lies some 40 miles south of Nachlarbu Island and about 200 miles west of the Emerald Horn of Huybraz. It is some 300 miles south of Apiatlok, 150 miles north of the southern coast of the Emerald Horn. Puklipek is approximately 50 miles long and averages 30 miles wide.

Cimbernia: C. 150,000 square miles; population c. 2,000,000 (Kingdom of Cimbernia). The island and kingdom that is next to the nearest to the continent of Varan, lying some 600 miles west of the mainland. It is southwest of Undria and separated from it by the Bolan Strait, its nearest proximity to Undria being 60 miles. The island is some 500 miles in length and averages 300 miles in width.

Etgua Island: C. 3,200 square miles; population c. 3,500 Huybraz-type natives of the Etgua tribe. An island of the Sea of Xapacut, some 70 miles off the eastern end of Huatlcutzi Island and about 75 miles west of Chaltoci Island. It is at the southern end of the Huatlcutzi Passage between the Azurflam and the Sea of Xapacut. It is some 80 miles long, and half as broad.

Five Giants (The): C. 146,000 square miles. The northwest-tosoutheast chain of five large tropical islands, with many intervening islets, running from near the Oscelotic Peninsula of Anatis past the Emerald Horn of Huybraz for a thousand miles, pointing toward the west coast of Apphir. These islands help define the Azurflam Sea and the Amzon Sea. They are treated separately below:

Kamaja: C. 25,000 square miles; population c. 20,000 native Kamaja tribesmen with some 10,000 Varanian overlords (Grand Duchy of Poriola). The island of the Five Giants that lies directly north of the Emerald Horn at some 150 miles distance. It is about 50 miles southeast of Tozpoc and 80 miles northwest of Xapan Island. It, along with Tozpoc Island, forms the northern boundary of the Golden Passage. At its western end is the Kamaja Strait. It is about 240 miles long and averages 105 miles in breadth. Its interior is mainly plantations.

Lilopaca: C. 27,750 square miles; population c. 25,000 native Lilipaca tribesmen with slight Apphir-Varanian stock. The second easternmost island of the Five Giants group. It lies some 50 miles east-southeast of Xapan Island and 150 miles westnorthwest of Oziruklan Island. It is approximately 185 miles long and averages 150 miles wide. Its interior is given over to plantations or is tropical jungle.

Oziruklan: C. 18,000 square miles; population c. 18,000 native Oziruklan tribesmen and 6,000 Apphirian Khemitic rulers (Principality of Zolpakhet). The easternmost of the Five Giants. Its neighboring “Giant,” Lilopaca to the west-northwest, is some 125 miles away. Oziruklan lies some 800 miles east of the Emerald Horn and is about 1,800 miles west of the Apphir mainland, but is within 1,000 miles of Sirine Island, which lies to the west of that continent. It is around 165 miles long and 110 wide. All of Oziruklan’s shores save the southwestern are washed by the Lantean Ocean, while the latter portion of the island forms a boundary of the Amzon Sea. Its interior is given over to plantations.

Tozpoc: C. 21,000 square miles; population c. 17,000 native Tozpoc tribesmen with many Varanian newcomers for a total of 25,000 inhabitants (Kingdom of Varozaval). The westernmost island of the group, it lies some 50 miles east of the Oscelotic Peninsula of Anatis, and a like distance from its neighbor to the east, Kamaja Island. Its length is approximately 175 miles and its average breadth is 120 miles. Tozpoc, along with Kamaja Island, forms the northern boundary of the Golden Passage. At the northern end of Tozpoc Island is the Delratet Strait, and at the southern tip lies the Kamaja Strait. Much of the interior is wild and unexplored, with but a few primitive settlements.

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Xapan: C. 52,500 square miles; population c. 35,000 Xapan natives with some slight Apphiran intermixed plus 30,000 Varanianheritage overlords (Kingdom of Sturgezupan). The largest island of the group, it lies in the center of the five island group, some 50 miles west of Lilopaca and around 100 miles west of Kamaja Island. Xapan is approximately 300 miles long and 175 miles wide on average. The Xapan Strait to the west of the island gives access to the Amzon Sea east of the Emerald Horn, and to the Golden Passage to the west. Its interior is is given over to plantations or is wilderness.

Huatlcutzi: C. 135,000 square miles; population c. 300,000. The island and kingdom “empire” that is the largest lying between the continent of Anatis and the continent of Huybraz. Huatlcutzi is some 275 miles south of the Tezcol Peninsula. To its east is the Azurflam Sea and to the south is the Sea of Xapacut. The Huybraz island of Chaltoci is only 80 miles southeast of its eastern end.

Hynall: C. 121,500 square miles; population 1,250,000 (Kingdom of Hynall). The island and kingdom that is the second largest and most northwestern of the three great islands in the Lantean Ocean. It is most proximate to the continent of Varan, but lies almost halfway between it and the continent of Anatis. Hynall is separated from Cimbernia by the Cronfin Passage, some 80 miles wide and equally long. The island averages 450 miles in length and 270 miles in breadth.

Idyl Isles (The): C. 22,500 square miles. The four sizable islands, and many uncharted lesser islands and islets, that lay in the waters of the Magnific Ocean some 1,500 miles southwest of the Miria Island group and just under 3,000 miles west of the continent of Maylus. The inhabitants of these islands are of Polynesian-type “race”.

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Balihai Island: C. 4,500 square miles; population c. 4,800 Balihan tribesmen . The third of the four islands of the group, counting from east to west, Balihai is 85 miles in length and about 48 miles in width.

Paradise Island: C. 6,500 square miles; population c. 7,000 Paradian tribesmen. The most northwesterly of the four Idyls, and thus the most tropical. It is 100 miles in length and averages 65 miles in breadth.

Shangrila Island: C. 3,750 square miles; population c. 3,800 Tshangi tribesmen. The second easternmost of the four islands with a shape resembling an inverted letter “S,” Shangrila is 150 miles long and averages 25 miles in breadth.

Xabadu Island: C. 5,000 square miles; population c. 5,400 Xabadian tribesmen. The southwesternmost of the four islands. It is 90 miles in length and has an average breadth of 65 miles.

Kalmotet Island: C. 82,500 square miles; population 500,000 (Kingdom of Walosha). The 500-mile-long and 165-mile-wide island some 300 miles distant from the west coast of southern Anatis. Its southern shores are washed by the Sea of Miria, its northern ones by the Magnific Ocean.

Lelangi Islands: C. 12,500 square miles. The chain of six islands and many more small islands and islets roughly parallel to the east coast of southern Miria. They are at a distance of some 500 to 600 miles from the large island. The Lelangis separate the Sea of Miria to the west and north from the Xapacut Sea to the east and south. The inhabitants are of a mixed stock of native races of Anatis and Miria (virtually alike) and Polynesian peoples. Generally peaceful, they are able seafarers of quite fierce nature when roused.

Lelangi Island: C. 1,700 square miles; population c. 1,800 Lelangi tribesmen. The most westerly island of the northern end of the chain. It is “Y”-shaped, with the long stroke some 60 miles in length, the smaller 25, and of an overall average breadth of 20 miles.

Lomitlu Island: C. 2,400 square miles; population c. 2,700 Lomitlu tribesmen. The second most southerly island of the of the chain, and the largest of them. It is 80 miles long and averages 30 miles wide.

Oaxanji Island: C. 1,600 square miles; population c. 1,700 Oaxanji tribesmen. The most easterly island of the northern end of the chain. It is 40 miles wide and about as long.

Roragat Island: C. 1,200 square miles; population c. 1,400 Roragati tribesmen. The central island of the chain. It is about 40 miles across and some 30 miles in north and south length.

Tavatay Island: C. 2,200 square miles; population c. 2,500 Tavatay tribesmen. The central island of the northern portion of the chain, south of the island of Lelangi and north of the island of Roragat. It is 65 miles long and averages almost 35 miles in length.

Yequa-Yolqul Island: C. 1,800 square miles; population c. 2,000 Yequa and Yolqul tribesmen. The most southerly island at the end of the chain. It is about 60 miles in length and 30 miles in breadth.

Lindelay: C. 80,000 square miles; population 750,000 (Kingdom of Lindelay). The island and kingdom that is nearest of the northern four large Lantean Ocean land bodies to Anatis. It is between 600 and 700 miles east of the continent and some 450 miles northwest of Hynall. The associated island of Oaken and its islets lie another 50 miles northwest of it across the Lindelay Strait. The island averages 320 miles in length and 250 miles in breadth.

Noqual Island: C. 9,000 square miles; population c. 8,000. The tropical island between the Oscelotic and Tezcol Peninsulas, and at the southern verge of the Gulf of Kenotonka and the northern edge of the Azurflam Sea. It is about 150 miles long and averages around 60 miles in breadth. Much of the central portion of the island is wilderness, with the coastal areas supporting the population.

Oaken: C. 5,250 square miles with associated nearby islets; population 75,000 (Kingdom of Lindelay). The smallest of the north Lantean Ocean islands that lie between Varan and Anatis. Oaken Island is a part of the Kingdom of Lindelay. It is separated from that island by the 50-mile wide waters called the Lindelay Strait. The length of the island is some 80 miles, and its average width is 60 miles.

Omtat Island: C. 700 square miles; population c. 800 Omtat tribesmen. The Azurflam Sea island some 100 miles off the northeastern coast of Huatlcutzi Island and about 140 miles northwest of Chaltoci Island. It is approximately 35 miles long and 20 miles wide.

Pygmy Islands (The): C. 21,500 square miles. The 11 small islands and many little islands and islets that lie in the waters of the Lantean Ocean northeast of the chain of the Five Giants. The water between them and the big islands is referred to as the Little Oscelot Sea.

Boneyard Island: C. 1,200 square miles; population c. 1,500 of mixed sort, natives and Varanians. The many shoals and coral heads in the vicinity of this island give it its name. It lies northeastwards of Lilopaca and eastwards of Xapan off the coasts between the two. It is about 35 miles long and about as broad.

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Camchanya Island: C. 1,500 square miles; population c. 1,800 of mixed sort, natives and Varanians. The western of the two small islands lying some 80 miles off the northwest coast of Xapan. It is some 50 miles long and averages 30 miles in breadth.

Cromcastle Island: C. 2,400 square miles; population c. 3,500 persons of mixed native-Varanian and pure Varinian stock (Grand Duchy of Poriola). The southernmost of the three far northern Pygmy Islands that lie due north of Kamaja. It is about 300 miles above the latter island, 150 miles south-southeast of Isle Royal. Cromcastle is 60 miles long and 40 miles in breadth.

Gordiola: C. 2,200 square miles; population c. 3,000 persons of mixed native-Varanian and pure Varinian stock (Grand Duchy of Poriola). The western of the two islands lying near the northern coast of Kamaja. It is about 55 miles long and 40 miles in breadth.

Isle Royal: C. 1,500 square miles; population c. 2,000 of mixed sort, natives and Varanians. The central of the three far northern Pygmy Islands that lie due north of Kamaja. It is about 300 miles above the latter island and 150 miles northwest of Cromcastle Island. Isle Royal is 50 miles long and 30 miles in breadth.

Katrogua Island: C. 600 square miles; population c. 1,000 of mixed sort, natives and Apphir-Varanians, all of piratical sort. The small island lying east of the waters between Tozpoc and Kamaja Islands at some 60 miles distance from either. It is 30 miles long and about 20 miles across.

Kildred Island: C. 1,800 square miles; population c. 2,500 persons of mainly Varanian stock (Kingdom of Varozaval). The island lying some 75 miles due north of the northern end of Tozpoc Island and about 300 miles east of the Oscelotic Peninsula of Anatis. It is 45 miles long and about 40 miles across.

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Macomix Island: C. 2,800 square miles; population c. 3,700 persons of mainly Varanian stock (Kingdom of Varozaval). The largest of the Pygmy Islands and the nearest to Anatis, being only 35 miles off the eastern shore of the Oscelotic Peninsula. It is 45 miles northwest of Tozpoc Island. Macomix is 75 miles long and almost 37 miles in breadth.

Salient Island: C. 1,350 square miles; population c. 3,600 of mixed sort, natives and Varanians. The north central island some 300 miles north of Kamaja’s eastern end. It is 45 miles long and 30 miles in breadth.

Scimitar Island: C. 850 square miles; population c. 1,000 of mixed sort, natives and Varanians. The eastern of the two small islands lying some 80 miles off the northwest coast of Xapan. It is crescent-shaped and some 42 miles long and averages 20 miles in breadth.

Shark Island: C. 1,150 square miles; population c. 2,000 persons of mixed native-Varanian and pure Varinian stock (Grand Duchy of Poriola). The eastern of the two islands lying about 50 miles east of the north coast of Kamaja Island. It is 50 miles in length and 23 miles wide.

Tambog Island: C. 1,700 square miles; population c. 2,500 persons some natives, but of mainly Varanian stock (Kingdom of Varozaval). The northernmost of the Pygmy Islands, lying some 100 miles northwest of Isle Royal and 450 miles from the mainland of Anatis. It is around 63 miles long and averages 27 miles wide.

Poquatzi Island: C. 1,375 square miles; population c. 1,600 Poquatzl tribesmen. The Sea of Xapacut island some 50 miles off the far southeastern coast of Huatlcutzi Island, approximately 120 miles west of Etgua Island. It is approximately 55 miles long and 25 miles wide.

Somacho Island: C. 15,000 square miles; population c. 30,000 Soma and Tozpecan natives (Kingdom of Tozepca). The island lying just 25 miles off the western coast of the Oscelotic Peninsula of Anatis. It is 175 miles long and averages something over 85 miles in breadth.

Syjanala Islands: C. 62,000 square miles. The long chain of 13 islands, plus islets, that stretches generally southwest from 700 miles west of the northwestern shore of Anatis. These islands are, in westwards order, Atamasi, Ennogok, Quilom. Yolala, Muxti, Sisida, Orakiv, Chikota and Magiti, Valtal, Noshibo, Bartik and Tegula. They are inhabited by native tribes that are similar to the people of Anatis. All of these islanders are able seafarers, using large canoes that are both paddled and sailed.

Atamasi Island: C. 22,000 square miles; population c. 20,000 in four separate tribes-Atamasi (6,000), Latamasi (4,000), Champik (5,500), and Da-Talok (4,500). The largest of the Syjanalas and the nearest to the continent of Anatis. It is approximately 200 miles long and 120 miles wide.

Bartik Island: C. 2,275 square miles; population c. 2,200 Bertik tribesmen. The island lying directly southwest of Orakiv and Chikota Islands at about 450 miles distance from Orakiv. It has a length of 65 miles and an average breadth of just over 35 miles.

Chikota Island: C. 750 square miles; population c. 700 Chikota tribesmen. The northern of the two small islands lying some 100 miles southwest of the western end of Orakiv island. It is almost 32 miles long and just under 24 miles wide.

Ennogok Island: C. 1,900 square miles; population c. 1,800 Ennogok tribesmen. The island lying some 50 miles directly west of Atamasi. It is about 55 miles long and 35 wide.

Magiti Island: C. 900 square miles; population c. 800 Magiti tribesmen. The southern of the two small islands lying some 100 miles southwest of the western end of Orakiv Island. It is about 35 miles long and something over 25 miles wide.

Muxti Island: C. 3,000 square miles; population c. 3,000 Muxti tribesmen in three clans. The northern of the three islands immediately west of Yolala, Muxti is about 70 miles due west from it. Muxti is about 55 miles long and equally wide.

Noshiboni Island: C. 650 square miles; population c. 600 Noshiboni triubesmen. The island that is next to the end of the Syjanala Island chain. It is some 150 miles southeast of the final island, Valtal. Noshiboni has a length of 30 miles and a breadth of 22 miles.

Orakiv Island: C. 7,500 square miles; population c. 7,000 in two tribes, the Oraks (4,000) and the Sevarkin (3,000). The southern of the three islands immediately west of Yolala, Orakiv is about 90 miles due south and juts out to the west from there. Orakiv Island is about 125 miles long and averages 60 miles wide.

Quilon Island: C. 575 square miles; population c. 600 Akkil tribesmen. The third island counting from the west, Quilon is 200 miles from Ennogok. It is about 26 miles long and over 22 miles wide.

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Sisida Island: C. 3,000 square miles; population c. 3,000 Sisida tribesmen in four clans. The central of the three islands immediately west of Yolala, Sisida is about 40 miles westsouthwest of the larger island. Sisida is about 60 miles long and 50 miles in breadth.

Tegula Island: C. 1,200 square miles; population c. 1,000 Tegula tribesmen. The island that is southernmost of the Syjanala Island chain and at the end of the northeast-southwest axis. It is some 150 miles southwest of the final Magiti Island. Tegula has a length of 37 miles and a breadth of about 33 miles.

Valtal Island: C. 1,000 square miles; population c. 1,000 Valtal tribesmen. The end of the Syjanala Island chain, the westernmost and most northerly of the four smaller islands that run northwest from below Chikota and Magiti. Valtal has a length of 37 miles and a breadth of over 27 miles.

Yolala Island: C. 14,000 square miles; population c. 13,000 Yolala tribesmen in six clans. This large island is the fourth counting from the west and is about 200 miles west of Quilon. It is approximately 175 miles long and 80 miles wide.

Undria: C. 25,000 square miles; population 250,000 (Principality of Undria). The island and principality that is the nearest to the continent of Varan, lying some 500 miles west of the mainland. It is north of Cimbernia and separated from it by the Bolan Strait, its nearest proximity to the larger island being 60 miles. The island is 275 miles long and averages a little over 90 miles in width.

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Voquatl Islands: C. 6,750 square miles. The chain of seven islands and various islets that stretches generally northwest from the tip of Huatlcutzi Island for about 600 miles and separates the Sea of Miria to the east from the Azurflam Sea to the south. Their natives are of Huybrazian-like race, all fierce warriors, many being head hunters or cannibals. These islands are:

Ahlcholrak Island: C. 1,300 square miles; population c. 1,500 Ahlcholrak tribesmen. The long island below the northern line of three and in a due-west line some 300 miles off Huatlcutz’s western end. It is 55 miles long and about 24 miles across.

Hohuahuatl Island: C. 950 square miles; population c. 1,100 Hohuahuatl tribesmen. The westernmost of the whole chain, Hohuahuatl is about 31 miles long and almost equally wide.

Inbekqua Island: C. 800 square miles; population c. 900 Inbekqua tribesmen. The easternmost of the line of three islands running from the western tip of Huatlcutzi. It is 60 miles distant from the big island. Inbekqua is about 40 miles long and 20 wide.

Polatzatl Island: C. 875 square miles; population c. 950 Polatzatl tribesmen. The southernmost of the chain, Polatzatl lies some 160 miles southwest of the tip of Huatlcutzi Island. It is approximately 35 miles long and 25 miles in breadth.

Tatilhue Island: C. 1,200 square miles; population c. 1,300 Tatihue tribesmen. The westernmost of the line of three islands running from the western tip of Huatlcutzi. It is about 40 miles long and 30 wide.

Toctoclak Island: C. 550 square miles; population c. 600 Toctoclak tribesmen. The next to the westernmost and smallest of the group, Toctoclak Island is only about 25 miles long and just over 22 miles across.

Fandax Island: C. 2,000 square miles; population c. 2,200. The wester nmost of the group, Fandax is about 45 miles long and equally broad.

Xomac Island:

Imiza Island:

C. 700 square miles; population c. 750 Xomac tribesmen. The middle island of the line of three islands running from the western tip of Huatlcutzi. Xomac is about 32 miles long and 22 wide.

C. 1,000 square miles; population c. 1,100 Imiza tribesmen. The next to westernmost of the group, Imiza is about 37 miles long and 29 wide.

Voscipposh Islands: C. 9,250 square miles. The isolated fourisland cluster, with associated islets and atolls, lying in the Magnific Ocean some 1,100 miles west of the island of Miria. The inhabitants of these islands are of Polynesian-type “race”, big, fierce, and inveterate seafarers in their outrigger canoes.The islands are:

Trorit Island: C. 1,450 square miles; population c. 1,600 Troiti tribesmen. The island lying 30 miles south of the largest island of the group, Voscipposh, and at the head of the northeast-southwest axis of the three smaller islands below it. Trorit is 48 miles long and wide.

Voscipposh Island: C. 3,900 square miles; population c. 4,200 Voscip (2,200) and Kipposh (2,000) tribesmen.. The largest and most northerly of the four-island group. The average length of this island is 65 miles, the average width 60 miles.

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Chapter 3- The Geo-Political Divisions of Lejendary Earth Lejend Master’s Note For those who wish to devise their own world details, or else are simply interested in underlying assumptions, I give you the following: The base scale for the world is a hexagon of 345 miles (or about 575 kilometers) diameter. The square area is then about 90,000 square miles within a single hex. The basic hex breaks down well enough into a rosette of seven smaller hexagons each of about 115 miles diameter, each containing a similar rosette of seven hexes with diameters of 38.33 miles. The latter, in turn, reduce to a seven-hex rosette of 12.75 miles diameter, and further reducing to 4.25 miles. You can, if you like, “fudge” so as to assume 360 miles for the large ones, the breakdown then being 120,40, 13.33, and then 4.45 miles per hex instead of 4.25 miles. The minute breakdown in either case is then 1.415 (2,490 yards) for the 4.25 mile hex, or 1.466 (2,580 yards) for the 4.45 mile hex, and the tactical-scale then being 830/860 yards, those reducing to 277/287 yards, 92/96 yards, and then that many feet per hex. San Marino: Liechtenstein: District of Columbia: Malta: Andorra: Guam: Luxembourg: Rhode Island: Trinidad and Tobago: Delaware: Corsica: Puerto Rico: Cyprus: Lebanon: Jamaica: Connecticut:

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24 62 69 122 185 217 998 1,212 1,980 2,045 3,369 3,492 3,572 4,015 4,232 5,018

Again, “fudging” a bit on the enlarged 12-mile/hex basis, the lowest tactical-scale of 86 feet per hex can be made into 90 feet. Clearly, this is perfect for individual-scale detailing, for one such hex reduces to seven of 30-foot diameter, and one of those, in turn, being comprised of seven of 10-foot diameter. Employing this breakdown in reverse, you can use smallhex graph paper and be in relatively correct scale with any larger map scale, remembering that the result will be a bit enlarged so that you will not come out exactly. Close is pretty good in a fantasy game, and to allow for any adjustments, simply assume a slightly less dense nickeliron core to the planet and a larger world diameter, resulting in a slightly lesser gravitational pull. For comparison of the base-hex square mile area of 78,000, here are some known quantities that might assist the Game Master in creating the states of this earth, the numbers in square miles, of course:

Hawaii (all islands): 6,671 Israel: 7,847 Wales: 8,019 El Salvador: 8,124 Massachusetts: 8,284 Sicily: 9,926 Sardinia; 9,301 Maryland: 10,460 Albania: 11,100 Armenia: 11,306 Belgium: 11,799 Taiwan: 13,885 Cape Verde (Is.): 15,757 Netherlands: 15,770 Switzerland: 15,941 Slovakia: 18, 932 Costa Rica: 19,652 West Virginia: 24, 232

Ireland: Scotland: Austria: Maine: Hungary: Portugal: Cuba: England: Greece: Alabama: Wisconsin: Missouri: Cambodia: Belarus: Utah: Romania: Wyoming: New Zealand:

27,137 30,405 32,377 33,265 35,919 36,390 44,128 50,331 51,146 51,705 56,153 69,697 70,238 80,134 84,899 91,699 97,809 103,736

Arizona: 114,000 Italy (including Sicily): 116,303 Norway: 125,181 Finland: 130,119 Japan (all islands): 145,856

Montana: California: Sweden: Spain: France: Ukraine: Texas: Turkey: Egypt: Ethiopia: South Africa: Alaska:

147,046 158,706 173,731 194,896 220,668 233,100 266,807 301,381 386,650 435,606 472,359 591,000

Mongolia: Iran: Mexico: Saudi Arabia: Algeria: Argentina: India: Brazil: China: U.S.A.: Canada:

604,247 636,293 761,604 839,996 918,487 1,065,189 1,266,595 3,286,470 3,396,000 3,615,123 3,848,672

Central Control by the Government The writ of the ruler is unlikely to extend far from the capital of the state. As a rule of thumb, assume the following:

Government is: Major State Minor State Petty State

the Lejendary Earth is provided in the appendix, “Government Forms and Similar Political Structures” at the end of this book.

Miles From: Capital Demense Fortress 20-30 10-15 40-60 10-15 5-10 20-40 5-10 3-5 10-20

This is reasonable and explains why rulers made a point of seeding their realms with various state officials and government fortifications. Of course, where central control is weak, and the outlying regions are strong, virtually independent lords govern in the stead of the central ruler. Government territorial officials include such of fices as viceroy, governor, caliph, bay, dey, sheriff, sherrif, mayor, magistrate, malik, bailiff, seneschal, and castelain. Further enumeration on the infrastructure of feudal politics within

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World Groups There are many groups and organizations the Lejend Master may place into the campaign world. Although there are several continents with diverse cultures and polities, it is reasonable to assume that the major organizations of this sort, as listed hereafter, would have a recognizable blazon that is more or less the same from place to place. The International Red Cross/Red Crescent is an example of such a common identifier in our real world. The major groups that are generally found in larger communities are:

Anti-Slavery Society: Gules, a Sword Inverted over a Broken Chain Chevronwise Argent.

Artificers (Rogues) Fraternity: Sable, a Chimera Or.

Assassins Guild: Or, Two Poniards Saltire Sable Embrued Drops Gules, a Skull in Chief Sable.

Chivalrous (Noble) Order (assume a large one that spans at least Hazgar-Irojh-Varan): Per Saltire Azure and Sable, a Tressure Or, an Inescutcheon Or with a Lions Face Jessant-de-Lys Gules.

Enchanters Guild: Gyronny of Eight, Argent and Vert, a Semy (four) of Mullets of five and Triskeles Counter-Charged.

Entertainers (Minstrels) Guild: Party per Pale, Purpure and Or, a Lute and Three Roundels in Reverse Pyramid Counter-colored, in a chief Vert, a Two Thespian’s Masks, Comedy and Tragedy, Argent.

Explorers Society: Per Fess Dancety Azure and Vert, a Pale Or. Foresters Fellowship: Vert, a Pine Tree and Sun in Splendor above Or.

Geourges Society: Purpure, a Compass Rose Fleury over Pheons Or.

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Mariners (Sailors) Brotherhood: Azure Semy of Estoilles and Scallops Or, an Anchor Sable.

Mercenaries (Soldiers) Brotherhood: Argent, Two Spears Saltirewise CounterColored Overall, an Inescutcheon Sable, in a Chief Gules Seven Bezants.

Necrourges Guild: Gules, a Drake’s Skull Argent, Eyes Enflamed Or.

Philosophers Association: Sable, on a Bend Or, a Lamp, a Candle, and a Lantern Gules.

Slavers League: Sable, a Cross of Chains Argent.

Sorcerers Guild: Purpure, a Staff Palewise and Rayed Argent.

Thieves Guild: Argent, Flaunches Gules, a Highwayman’s Mask Sable.

Geo-Political and Social Divisions: Overview Major states are generally large in size and/or wealthy, active in land and sea commerce, and able to field military forces capable of operating unaided against the strongest of similar states. As a point of reference, consider something akin to a kingdom of the late Middle Ages or the early Renaissance. Remember that none of these states is organized on modern lines, and that law and order are not uniform and tend to lessen according to the distance from the governmental power centers. Also, in most cases, the states are feudal in organization, with the principal overlord (the king, for instance) exercising direct influence only over crown lands, and major feudatories, the great nobles (viceroys, governors, etc.) having power within their territories. Individuals with Extraordinary capacities are involved in government. The priesthood, for example, is always active, in a direct role in most cases (from sovereign head to major feudatory). Other such individuals will be represented in various roles of similar status, as Extraordinary capacities are just that, and the governments appreciate this— as do those opposing them, of course. Minor states, as opposed to major ones, are generally more moderate in extent and/or with less wealth, but they maintain some fair amount of commerce and have strong military forces equal to at least half the strength of a major state. Otherwise what applies to a major state is likewise true of a minor one. Petty states, not named herein, are basically independent realms, generally small in extent, with modest wealth, limited commerce, and generally able to field military forces of half or less the strength of a minor state. Again, these states otherwise have parallels to the major and minor ones regarding government.

All states have their major population concentrations in a few large (usually walled) cities, possibly with a scattering of some small commercial and/or trading towns elsewhere, and the majority of the population of rural (or nomadic) sort and low density scattered throughout the state in small communities (or moving groups). Castles and citadels will be found in governing centers, key interior locations, and in greater numbers along frontiers. Main roads (and often waterway routes) connect the cities, towns, and fortifications. Secondary arteries of communication link the smaller communities with each other, to main roads, and so forth. In general, all states also have nonhuman-race (Alfar and humanoid) inhabitants as indicated below by percentage of general population. Thus, the populations shown for each state are human only and exclude considerable numbers of such Alfar races as are noted, which may total around 50% to 75% that of humans, although no one group has more than a tithe of the human numbers. Non-human populations are generally integrated into the human population to a varying extent. However, in most states there are also discrete nonhuman population centers, generally small communities of homogeneous sort. Also, there are a few petty states that are predominantly of non-human-race government and in which humans are a minority. The area listed describes only that area which is known to have stable kingdoms, even those of a petty nature, and lands that should be determined by the Lejend Master. That area which is not described for each continent includes areas which are wilderness, unstable petty kingdoms, territories, and other such unorganized areas. This difference between total continental land mass and the area arrived at by adding the land mass of the kingdoms here described is entirely intentional.

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Geo-Political and Social Divisions:Anatis C. 9,000,000 square miles CONTINENTAL POPULOUS RACE AND FAUNA TABLES: (approximate) Terra Incognito: Wild animals indigenous c. 1,440,000 square miles. Populous Alfar/Humanoid to Anatis, large and/or (Terra Incognito refers to the Races Approximate % of dangerous: suggested amount of land in Humanoid Population* alligator this place that you, as Game antelope Master, might wish to develop Brownie 2 ass differently for your campaign Boggart 1 bear, black than as is shown on the map. Dunnie 1 bear, brown This could well alter Dwarf 6 bear, polar geographical and political data Elf 2 bison given. That is per fectly Giant (all species) 1 caribou acceptable in a unique Gnome 6 coral snake campaign world. It also refers Grotto/ cougar to the area of land on this Thicket Elf (Wylf) 4 crocodile continent that is not Hobgoblin 2 deer thoroughly explored or Ilf 6 dog, wild generally known to scholars, Kobold 1 elephant, mammoth pundits and politicians in the Oaf 5 elephant, mastodon Lejendary Earth world.) Oaf, major 2 gila monster Orc 2 goat Anatis contains five Orc, Great 1 horse Major States: Orc, Lesser 5 jaguar Empire of Chihocol: Sub-human 3 jaguar, red (tigre) c. 70,000 square miles. Trog 2 moose (elk) Population: 3,500,000 Trollkin, Barrens 3 musk ox Gover nment: Imperial Trollkin, Cave 2 rattlesnake Monarchy supported by a Trow, Hill 1 sheep Feudal Aristocracy Veshoge 10 swine Commerce: based on trade, wapiti crafts, metals, and other *Races in italics can be water moccasin manufactured goods and raw found within human wolf materials. communities. wolverine (glutton) Racial makeup: Primarily human, but with small Kingdom of Tozepca: minorities of Alfar peoples. c. 150,000 square miles. Kingdom of Leith: Population: 3,000,000 c. 180,000 square miles Government: Feudal Monarchy supported Population: 3,000,000 by a loosely structured Feudal Aristocracy. Government: Feudal Aristocracy Commerce: based on crafts, farming Commerce: based on raw material and trade. Well known for perfumes production. and incense. Racial makeup: Mostly human, but with a Racial makeup: Mostly human, but significant minority of Ilfs, small with significant minorities of Alfar minorities of Gnomes and Dwarves. peoples.

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Kingdom of Mantankee: c. 225,000 square miles. Population: 2,500,000 Government: Feudal Oligarchy with a Confederation of Feudal Despots making up its lower tiers. Commerce: based on finished goods and livestock production. Racial makeup: Mostly human, but with small minorities of Alfar peoples. Kingdom of Senonqua: c. 270,000 square miles Population: 2,500,000 Government: Tribal Aristocracy Commerce: based on crafts, metals, and exotic materials. Racial makeup: Mostly human, but with small minorities of Alfar peoples. ... and 6 Minor States: Empire of Huatlcutzi: c. 135,000 square miles. Population: 1,250,000 Government: Imperial Aristocracy Commerce: based on specialized forestry (rare woods), mining, sugar, liquor and trade. Racial makeup: Primarily human, with an insignificant minority other Alfar peoples. Principality of Oleniss: c. 60,000 square miles Population: 1,000,000 Government: Feudal Monarchy supported by a Confederation of Feudal Despots Commerce: based on forestry, fishing, furs and trade. Racial makeup: Mostly human, but with a significant minority of Ilfs, and an active smattering of Orcs and other peoples. Kingdom of Tuluclan: c. 50,000 square miles. Population: 750,000 Government: Feudal Aristocracy Commerce: based on mining, precious woods, pigments, exotic raw goods, slaves and trade. Racial makeup: Mostly human, but with a significant minority of Alfar peoples.

Kingdom of Ardath: c. 50,000 square miles Population: 500,000 Government: Autocratic Feudal Aristocracy Commerce: based on liquor, manufactured goods and trade. Racial makeup: Mostly human, but with a minority of Wylfs. Other Alfar peoples are present but form no significant minority. Asgon League: c. 180,000 square miles Population: 360,000 Government: Monarchy supported by a Confederacy of Petty States Commerce: based on trapping, mining, forestry and trade. Racial makeup: Mostly human, but with a significant minority of Alfar peoples. Winewega Sodality: c. 120,000 square miles Population: 375,000 Government: Tribal Oligarchy supported by a Confederacy of Petty States Commerce: based on trapping, mining, forestry and liquor. Racial makeup: Primarily human, with an insignificant minority of Alfar peoples. At least several more petty statesgenerally little monarchies, palatine noble or ecclesiastic realms, and despotic states-are to be found within Anatis as well. Greater detail on all of these realms (including those listed above) can be found in The Chronicles of the Lejendary Earth, The Mysterious West. ANATIS (UNASSOCIATED ISLANDS) NORTH LANTEAN OCEAN ISLANDS: Four kingdoms, all with strong sea power, are located on five islands in the Lantean Ocean. They are known to scholars throughout the Lejendary Earth- Cimbernia, Hynall, Undria, Lindelay, and Oaken. There are likely other, smaller islands in the North Lantlean, and such islands will most probably be inhabited by tribal or piratical societies, or else Alfar societies not known to the geographers and surveyors of the Lejendary Earth world. The Lejend Master should feel to create and populate such places as he wishes.

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These islands contain 2 Major States: Kingdom of Cimbernia: (Island of Cimbernia) c. 90,000 square miles Population: 2,000,000 Government: Feudal Monarchy of despotic nature (the King’s word best not be gainsaid by anyone at court). Commerce: based on trade primarily, with manufactured products, especially textiles providing tradable goods. Racial makeup: Primarily human, with a small minority of Alfar peoples. Kingdom of Hynall: (Island of Hynall) c. 112,500 square miles Population: 1,200,000 Government: Feudal Monarchy of generally enlightened and less despotic sort, although very class conscious. Commerce: based on trade primarily, with manufactured products, especially tools and weapons, providing tradable goods. Racial makeup: Primarily human, with a small minority of Alfar peoples. ...and 1 Minor-Major State Kingdom of Lindelay: (Islands of Lindelay and Oaken) c. 80,000 square miles Population: 775,000 Government: Feudal Monarchy supported by a military aristocracy. Commerce: based on trade primarily, with mining, manufactured products, wool, and fish providing tradable goods. Racial makeup: Primarily human, with a small minority of Alfar peoples ...and 1 Minor State Principality of Undria: (Island of Undria) c. 25,000 square miles. Population: 250,000 Government: Feudal Monarchy of despotic nature (the King’s word best not be gainsaid by anyone at court). Commerce: based on trade primarily, with manufactured products, especially tools, weapons, and

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textiles providing tradable goods. Racial makeup: Primarily human, with a small minority of Alfar peoples. ANATIS (UNASSOCIATED ISLANDS) MAGNIFIC OCEAN ISLANDS: Only one kingdom, with moderate sea power, is generally known of by scholars throughout the Lejendary Earth in this area. There are certainly other, smaller islands in the western Magnific Ocean, and such islands will most probably be inhabited by tribal or piratical societies, or else Alfar societies not known to the geographers and surveyors of the Lejendary Earth world. The Lejend Master should feel to create and populate such places as he wishes. Kingdom of Walosha: (Island of Kalmotet) c. 87,500 square miles. Population: 150,000 Government: Tribal Monarchy supported by a military aristocracy. Commerce: basically a self-sufficient economy, with what trade there is based on gold and silver. Racial makeup: Primarily human, with an insignificant minority of Alfar peoples.

Geo-Political and Social Divisions:Apphir

Racial makeup: Primarily human, but with insignificant minorities of Alfar peoples.

C. 12,240,000 square miles. Terra Incognito: CONTINENTAL POPULOUS RACE AND FAUNA TABLES: c. 3,000,000 square miles. Wild animals (Terra Incognito refers to the Populous Alfar/Humanoid indigenous to Apphir, suggested amount of land in Races Approximate % of large and/or dangerous: this place that you, as Game Humanoid Population* adder Master, might wish to develop antelope differently for your campaign Brownie 2 ape than as is shown on the map. Boggart 1 asp This could well alter geographiDunnie 1 ass cal and political data given. boa constrictor Dwarf 4 That is perfectly acceptable in buffalo Elf 2 a unique campaign world. It camel, western Giant (all species) 1 also refers to the area of land cobra Gnome 5 on this continent that is not crocodile Grotto/ thoroughly explored or generdog, wild Thicket Elf (Wylf) 6 ally known to scholars, pundits elephant, loxodont Hobgoblin 1 and politicians in the Lejendary gazelle Ilf 3 giraffe Earth world.) Kobold 1 gnu and hartebeest Apphir contains 6 Major States: Oaf 4 goat Empire of Egypt: Oaf, major 1 hippopotamus c. 450,000 square miles. Orc 2 horse Population: 9,000,000 hyena Orc, Great 1 Government: Imperial Monarchy leopard Orc, Lesser 4 of dynastic sort, supported by an lion Sub-human 5 lion, black aristocracy and priesthood. Trog 1 mamba Commerce: A well-balanced Trollkin, Barrens 2 ostrich economy with production Trollkin, Cave 1 python distributed fairly evenly Trow, Hill 1 rhinoceros between raw goods production Veshoge 8 swine and manufacturing. Trade is viper *Races in italics can be also a significant contributor to wapiti found within human the economy. wolf communities. Racial makeup: Primarily zebra human, but with insignificant minorities of Alfar peoples. Kingdom of Tuabosot: c. 360,000 square miles Population: 9,000,000 Government: Feudal Monarchy supported by an aristocracy. Commerce: A well-balanced economy with production distributed fairly evenly between raw goods production and manufacturing. Trade is also a contributor to the economy.

Empire of Donemtu: c. 300,000 square miles Population: 6,000,000 Government: Imperial Monarchy Commerce: A raw goods economy with some sea trade (and piracy) adding to its overall production. Racial makeup: Primarily human, but with insignificant minorities of Alfar peoples.

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Kingdom of Loshar: c. 300,000 square miles. Population: 5,000,000 Government: Feudal (Despotic) Monarchy Commerce: A raw goods economy with some sea trade (and piracy), and manufacturing adding to its overall production. Racial makeup: Primarily human, but with small minorities of Alfar peoples. Kingdom of Kartagus: c. 225,000 square miles. Population: 3,500,000 Government: Feudal Monarchy supported by an aristocracy and plutocracy. Commerce: A well-balanced economy with production distributed fairly evenly between raw goods production (especially food grains) and manufacturing. Racial makeup: Primarily human, but with insignificant minorities of Alfar peoples. Kingdom of Argovas: c. 180,000 square miles. Population: 3,000,000 Government: Feudal Monarchy supported by an aristocracy. Commerce: A well-balanced economy with raw goods production a larger contributor than manufacturing. Racial makeup: Primarily human, but with small minorities of Alfar peoples. .

...and 7 Minor States: Principality of Mulohay: c. 300,000 square miles. Population: 2,500,000 Government: Feudal (Despotic) Monarchy Commerce: based on mining, with trade and piracy contributing in smaller proportion. Racial makeup: Primarily human, but with insignificant minorities of Alfar peoples. Nimuduk Plutarchy: c. 180,000 square miles. Population: 2,500,000 Government: Confederated Plutarchy Commerce: A well-balanced trade economy with raw goods production a smaller contributor than manufacturing.

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Racial makeup: Primarily human, but with insignificant minorities of Alfar peoples. Kingdom of Ramestet: c. 180,000 square miles. Population: 2,000,000 Gover nment: (Isolationist Despotic) Monarchy supported by a priesthood. Commerce: A seaborne (only) trade economy with raw goods production providing the main goods for trade. Racial makeup: Primarily human, but with insignificant minorities of Alfar peoples. Anaapset Astrication: c. 135,000 square miles. Population: 1,500,000 Government: Feudal Confederacy with a minimally supported ruler elected by a rebellious Feudal Aristocracy. Commerce: based on mining and related production with manufacturing a smaller contributor. Racial makeup: Primarily human, but with insignificant minorities of Alfar peoples. Paramountcy of Upenti: c. 80,000 square miles. Population: 1,000,000 Government: Confederated Tribal Monarchy supported by an Oligarchy Commerce: A raw goods economy specializing in mining and related products, with liquor production adding significantly to its overall wealth. Racial makeup: Primarily human, but with small minorities of Alfar peoples. Hegemony of Atabarr: c. 77,000 square miles: Population: 1,000,000 Government: Confederated Tribal Monarchy supported by an Aristocracy Commerce: A raw goods economy with some minimal trade adding to its overall production. Racial makeup: Primarily human, but with insignificant minorities of Alfar peoples.

Djarenn Septarchy: C 360,000 square miles. Population: 500,000 Government: Clan Oligarchy Commerce: based on mining, slavery and livestock with trade contributing in smaller proportion. Racial makeup: Primarily human, but with small minorities of Alfar peoples. APPHIR (UNASSOCIATED ISLANDS) 1 Minor State Author’s Note: The Concatenation of Galagus and Sirine truly belongs within the Apphirian sphere of political influence as it is constantly embroiled in the diplomatic machinations of the area. It is listed separately, here however, as it is primarily an island nation with some control over an area on the western coast of Apphir. Concatenation of Galadus and Sirine: c. 50,000 square miles. Population: 750,000 Gover nment: Federated Oligarchy Commerce: A trading economy specializing in manufactured and exotic products, with liquor and slaves also figuring prominently. Racial makeup: Primarily human, but with insignificant minorities of Alfar peoples.

Geo-Political and Social Divisions: Hazgar C. 7,740,000 square miles Terra Incognito: c. 560,000 square miles (Terra Incognito refers to the suggested amount of land in this place that you, as Game Master, might wish to develop differently for your campaign than as is shown on the map. This could well alter geographical and political data given. That

CONTINENTAL POPULOUS RACE AND FAUNA TABLES:

Populous Alfar/Humanoid Races Approximate % of Humanoid Population* Brownie Boggart Dunnie Dwarf Elf Giant (all species) Gnome Grotto/ Thicket Elf (Wylf) Hobgoblin Ilf Kobold Oaf Oaf, major Orc Orc, Great Orc, Lesser Sub-human Trog Trollkin, Barrens Trollkin, Cave Trow, Hill Veshoge

2 1 1 5 2 1 5 4 1 3 1 4 2 2 1 3 3 2 2 1 1 7

Wild animals indigenous to Hazgar, large and/or dangerous: adder sheep alligator swine antelope tiger ape viper ass wolf bear, black yak bear, brown bear, polar boa constrictor buffalo camel, eastern camel, western cattle cobra crocodile deer dog, wild elephant gazelle goat gaur horse hyena leopard monitor lizard (komodo type) ostrich panda python reindeer rhinoceros

Various petty states will *Races in italics can be be found throughout the found within human continent but most commonly communities. on the eastern coast of Apphir. These range is perfectly acceptable in a unique from mere tribal groups to palatine noble states and despots. campaign world. It also refers to the area of land on this continent that is not thoroughly explored or

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generally known to scholars, pundits and politicians in the Lejendary Earth world. Hazgar contains 8 Major States: Empire of Me’chi: c. 450,000 square miles. Population: 20,000,000 Government: Imperial Dynastic Monarchy supported by a bureaucratic Meritocracy and small landed Aristocracy. Commerce: A well-balanced maritime trading economy known for its silk. Racial Makeup: Primarily human with small minorities of Alfar peoples. Kingdom of Tzung: c. 360,000 square miles. Population: 15,000,000 Gover nment: Dynastic Monarchy Commerce: A well-balanced maritime trading economy known for its silk. Racial Makeup: Primarily human with small minorities of Alfar peoples. Noppon Empire: c. 190,000 square miles. Population: 8,000,000 Government: Imperial Monarchy supported by a Feudal Aristocracy based on the clan system. Commerce: A wellbalanced maritime trading economy known for its weapons and fine textiles. Racial Makeup: Primarily human with insignificant minorities of Alfar peoples. Kingdom of Khunshu: c. 175,000 square miles. Population: 7,000,000 Government: Feudal Monarchy supported by a landed Aristocracy and bureaucratic Meritocracy. Commerce: A well-balanced maritime trading economy known for its pearls. Racial Makeup: Primarily human with insignificant minorities of Alfar peoples.

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Kingdom of Kahzyron: C. 300,000 square miles. Population: 6,000,000 Government: Despotic Monarchy Supported by an aristocracy of tribal sort. Commerce: A manufacturing economy and moderate local trading partner known for its incenses and perfumes. Racial makeup: Primarily human with insignificant minorities of Alfar peoples. Kingdom of Zamurshan: c. 250,000 square miles. Population: 5,000,000 Government: Despotic Monarchy supported by feudal aristocracy. Commerce: Maritime trading economy with production based in agriculture and some manufacturing present as well. Racial Makeup: Primarily human, but with small minorities of Alfar peoples. Kingdom of Kozun: c. 200,000 square miles. Population: 5,000,000 Government: Feudal Monarchy supported by a landed Aristocracy. Commerce: A well-balanced maritime trading economy known for its manufactured goods and wool. R a c i a l Makeup: Primarily human with small minorities of Alfar peoples. Kingdom of Chinwu: c. 180,000 square miles. Population: 5,000,000 Government: Feudal Monarchy supported by a Feudal Aristocracy and bureaucratic Meritocracy. Commerce: A mining economy also supported by limited trade and manufacturing. Racial Makeup: Primarily human with small minorities of Alfar peoples.

...and 6 Minor States Empire of Ko-tugar: c. 650,000 square miles. Population: 4,000,000 Gover nment: Imperial Despotism supported by a militant tribal Aristocracy Commerce: An agricultural economy with emphasis on livestock rather than planting. It is also a limited trading partner internationally. Racial Makeup: Primarily human, but with insignificant minorities of Alfar peoples. Great Kingdom of Toratum: c. 500,000 square miles. Population: 3,000,000 Government: Despotic Monarchy supported by a militant tribal Aristocracy Commerce: A agricultural economy with emphasis on livestock rather than planting. It is also a limited trading partner internationally. Racial Makeup: Primarily human, but with insignificant minorities of Alfar peoples.

Kingdom of Radakand: c. 180,000 square miles. Population: 2,000,000 Government: Despotic Monarchy Commerce: Maritime trading economy with gold, slaves, and manufactured goods providing the main products for trade. Racial Makeup: Primarily human, but with small minorities of Alfar peoples. HAZGAR (UNASSOCIATED ISLANDS): 1 Minor State Although numerous tribal and petty kingdoms exist along the coasts and many small islands that surround Hazgar, only one has achieved the notoriety that it is recognized by scholars, traders, and travelers of the Lejendary Earth. The Kalharkri Thearchy is a fanatical and piratical island kingdom based on the big islands of Mindmoro, Hulok, Shuvu, and the many Jylay Islands.

Kingdom of Vantai-Nanchi: c. 180,000 square miles. Population: 3,000,000 Government: Despotic Monarchy supported by clan headmen and warriors. Commerce: A growing subsistence economy with limited trade and known for its exports of gems and spices. Racial Makeup: Primarily human with small minorities of Alfar peoples. Kingdom of Ghortai: c. 350,000 square miles. Population: 2,000,000 Government: Despotic Monarchy supported by a militant clan Aristocracy Commerce: An agricultural economy with emphasis on livestock rather than planting and with an established mining economy as well. It is also a limited trading partner internationally. Racial Makeup: Primarily human with small minorities of Alfar peoples.

Kalharkri Thearchy: c. 142,600 square miles. Population: 600,000 Government: Theocratic Despotism Commerce: An economy based on piracy with a subsistence production of foodstuffs and raw materials. Racial Makeup: Primarily human with insignificant minorities of Alfar peoples.

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Geo-Political and Social Divisions: Hazgar-IrojhDivisions:Hazgar-IrojhVaran, The Banir Wastes: As this is a critical area, and the state extends over three continents, it is dealt with briefly here and in each of the other applicable continental sections as well. However, because it is so critical a place, a separate and detailed treatment is also available for those who desire to have indepth information, this place is treated in greater detail in The Chronicles of the Lejendary Earth books, The Exotic Realms of Hazgar, Noble Kings and Dark Lands, and Jewels of the East, as well as the upcoming sourcebook, Key of Sand. Zajhadi Conflux: c. 630,000 square miles. Population: c. 2,000,000 of which c. are 500,000+ Alfar and humanoids Government: Religious Confederation (pseudo-theocracy) Hazgarian Portion of the Zajhadi Conflux: c. 150,000 square miles. Population: c. 400,000 humans, c. 175,000 Alfar and humanoids Irojhan Portion of the Zajhadi Conflux: c. 225,000 square miles. Population: c. 550,000 humans, c. 150,000 Alfar and humanoids Varanian Portion of the Zajhadi Conflux: c. 225,000 square miles. Population: c. 550,000 humans, c. 175,000 Alfar and humanoids This is a loose alliance of the various peoples inhabiting this large region. The overlord is the ruler of the city of Tamazis, the Caliph, who is master of both temporal and spiritual affairs for all subjects of the Conflux. The most powerful lords under the Caliph are the

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emirs of the nine semiindependent city-states, each of which rules a population of some 125,000, considering both the city proper and the dependent villages surrounding it. Perhaps as powerful, but lacking organization, are the 10 large desert tribes of the Banir Wastes, each tribe comprised of some 50,000 members (mostly human) and ruled by a sheik. Finally, there are 14 walled towns, each of relatively small (c. 10,000) total population, but with control of lands and villages around, so that each of them represents about 25,000 or so population, ruled by the malik of the town proper. The separate portions of the state are linked by the so-called ìKey of Sand,î the Banir Isthmus that is the link to the three continents of Hazgar, Irojh, and Varan. The state is basically hostile to all others. It is likely that the Conflux will soon take up the sword in order to spread their beliefs to neighboring lands.

Geo-Political and Social Divisions: Huybraz C. 5,760,000 square miles. Terra Incognito: c. 990,000 square miles. (Terra Incognito refers to the suggested amount of land in this place that you, as Game Master, might wish to develop differently for your campaign than as is shown on the map. This could well alter geographical and political data given. That is perfectly acceptable in a unique campaign world. It also refers to the area of land on this continent that is not thoroughly explored or generally known to scholars, pundits and politicians in the Lejendary Earth world.) Huybraz contains 4 Major States: Empire of Atholcu: c.450,000 square miles. Population: 9,000,000 Government: Despotic Monarchy Commerce: A trade-based economy with mining, cotton , and flax providing the main goods for trade. Racial makeup: Primarily human, but with small minorities of Alfar peoples.

Racial makeup: Primarily human, but with small minorities of Alfar peoples.

CONTINENTAL POPULOUS RACE AND FAUNA TABLES:

Populous Alfar/Humanoid Races Approximate % of Humanoid Population*

Wild animals indigenous to Huybraz, large and/or dangerous: alligator

Brownie Boggart Dunnie Dwarf Elf Giant (all species) Gnome Grotto/ Thicket Elf (Wylf) Hobgoblin Ilf Kobold Oaf Oaf, major Orc Orc, Great Orc, Lesser Sub-human Trog Trollkin, Barrens Trollkin, Cave Trow, Hill Veshoge

2 1 1 4 2 1 4 5 1 3 1 4 1 2 1 3 3 1 2 1 1 7

anaconda bear, black bushmaster cayman condor cougar crocodile deer dog, wild fer-de-lance goat hippopotamus horse jaguar jaguar, red (tigre)

llama Kingdom of Perquela: rhea, giant c. 375,000 square miles. *Races in italics can be Population: 7,500,000 swine found within human Government: Militaristic Monarchy tapir communities. Commerce: A well-balanced economy based primarily on mining, agriculture, and raw material production. Empire of Patalegua: Racial makeup: Primarily human, but with c. 300,000 square miles. small minorities of Alfar peoples. Population: 4,500,000 Kingdom of Xaro-qual: c. 250,000 square miles. Population: 5,000,000 Government: Despotic Monarchy Commerce: A trade-based (land and sea) economy with mining, rare woods and various exotic raw materials providing goods for trade.

Gover nment: Imperial Despotism Commerce: A well-balanced economy based on mining and raw material pr oduction. Manufactured goods including weapons and liquor are also strong contributors. Moderate sea power and trade also figure prominently. Racial makeup: Primarily human, but with small minorities of Alfar peoples.

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and 2 Minor States. Empire of Houtalan: c. 100,000 square miles. Population: 2,000,000 Government: Militaristic Monarchy Commerce: A maritime trade-based economy with mining and various exotic raw materials providing the main goods for trade. Racial makeup: Primarily human, but with small minorities of Alfar peoples. Kingdom of Karibal: c. 80,000 square miles. Population: 1,000,000 Government: Weak Monarchy supported (and controlled by an ) Aristocratic Oligarchy Commerce: A maritime trade-based economy with tea, coffee, rare woods and various exotic raw materials providing goods for trade. Racial makeup: Primarily human, but with small minorities of Alfar peoples. HUYBRAZ (UNASSOCIATED ISLANDS): Four kingdoms, all with strong sea power, are located on islands in the oceans and seas that surround Huybraz which are known to scholars throughout the Lejendary Earth. There are numerous other, smaller islands in the Azurflam, Amzon and Xapacut Seas, as well as the Golden Passage and the Gulf of Zataco that will most probably be inhabited by tribal or piratical societies, or else Alfar societies not known to the geographers and surveyors of the Lejendary Earth world. The Lejend Master should feel free to create and populate such places as he wishes. 4 Minor States: Principality of Zolpakhet: (the big island of Oziruklan and the Amzon Islands southwards) c. 25,000 square miles. Population: 250,000 Government: Popular Monarchy Commerce: A maritime trade-based economy with manufactured goods (liquor, weapons, paper) and pearls providing the main goods for trade. Racial makeup: Primarily human, but with small minorities of Alfar peoples.

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Kingdom of Varozaval: (Tozpoc Island, Apiatlok Islands and the three Pygmy Islands - Kildred, Macomix, and Tambog) c. 25,000 square miles. Population: 250,000 Government: Despotic Monarchy Commerce: A piracy-based economy with liquor, tea and coffee, and sugar being the main produce of the kingdom. Racial makeup: Primarily human, but with small minorities of Alfar peoples. Kingdom of Sturgezupan: (Island of Xapan) c. 52,500 square miles. Population: 500,000 Government: Despotic Monarchy bordering on Imperial Monarchy Commerce: A piracy-based economy with liquor, mining, precious woods and sugar being main production of the kingdom. Racial makeup: Primarily human, but with small minorities of Alfar peoples. Grand Duchy of Poriola: (Island of Kamaja and the three Pygmy Islands of Cromcastle, Gordiola, and Shark) c. 26,5450 square miles. Population: 275,000 Government: Feudal Aristocracy Commerce: A maritime trade-based economy known for its coffees and teas and liquor production. Racial makeup: Primarily human, but with small minorities of Alfar peoples.

Geo-Political and Social Divisions: Irojh C. 2,745,000 square miles. Terra Incognito: c. 180,000 square miles (Terra Incognito refers to the suggested amount of land in this place that you, as Game Master, might wish to develop differently for your campaign than as is shown on the map. This could well alter geographical and political data given. That is perfectly acceptable in a unique campaign world. It also refers to the area of land on this continent that is not thoroughly explored or generally known to scholars, pundits and politicians in the Lejendary Earth world.)

Irojh contains 3 Major States: The slave trade is also a minor Empire of Pourindja: aspect of this economy. c. 350,000 square miles. Racial makeup: Primarily Population: 7,000,000 human, but with insignificant Government: Imperial Monarchy supported minorities of Alfar peoples. by a Feudal Aristocracy. CONTINENTAL POPULOUS RACE AND FAUNA TABLES: Commerce: A raw materials economy Wild animals known for its mining produce, spices, Populous Alfar/Humanoid indigenous to Irojh, large teas and coffees. The slave trade is Races Approximate % of and/or dangerous: also an important aspect of this Humanoid Population* economy. adder Racial makeup: Primarily Brownie 2 ape human, but with small minorities Boggart 1 bear, black of Alfar peoples. Dunnie 1 boa constrictor Maharajate of Morkapore: Dwarf 5 buffalo c.300,000 square miles. Elf 2 camel, western Population: 6,000,000 Giant (all species) 1 cattle Government: Despotic Monarchy Gnome 4 cobra Commerce: A wealthy and varied Grotto/ crocodile economy known for its spices, teas, Thicket Elf (Wylf) 4 deer and coffees. The slave trade is also Hobgoblin 1 dog, wild a minor aspect of this economy. Ilf 3 elephant Racial makeup: Primarily Kobold 1 gazelle human, but with small minorities Oaf 4 goat of Alfar peoples. Oaf, major 1 gaur Orc 2 Kingdom of Felzid: Orc, Great 1 hyena c. 325,000 square miles. Orc, Lesser 2 leopard Population: 4,500,000 Sub-human 2 lion Government: Hostile Aristocratic/ Trog 1 Theocratic Monarchy monitor lizard Trollkin, Barrens 2 Commerce: A manufacturing (komodo type) Trollkin, Cave 1 economy with gem, iron, and python Trow, Hill 1 grain production its only widely rhinoceros Veshoge 9 known raw materials. The slave sheep trade is also an important aspect swine *Races in italics can be of this economy. tiger found within human Racial makeup: Primarily wolf communities. human, but with insignificant minorities of Alfar peoples. Empire of Belsakka: c. 200,000 square miles. ...and 4 Minor States. Population: 2,500,000 Maharajate of Tealankha: Government: Imperial Monarchy supported c. 225,000 square miles. by a Feudal Aristocracy. Population: 2,500,000 Government: Monarchy (bordering on Commerce: An agricultural and miningImperialism) supported by a Military based economy also known for its production of fine rugs. Aristocracy Commerce: A wealthy trading Racial makeup: Primarily human, but economy known for its priceless with insignificant minorities of Alfar gems and flavorful teas and coffees. peoples.

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Kingdom of Hastratha: c. 192,500 square miles. Population: 2,000,000 Government: Despotic Monarchy Commerce: A raw materials economy known for its precious woods, mining produce, tea and coffee. Hastratha is also moderately engaged in the slave trade. Racial makeup: Primarily human, but with insignificant minorities of Alfar peoples.

also known for its production of, laces, brocades, teas and coffees Racial makeup: Primarily human, but with small minorities of Alfar peoples. There are a few petty states located primarily on the west, northern central east coast, and south coasts.

Geo-Political and Social Divisions: CONTINENTAL POPULOUS RACE AND FAUNA TABLES: Maylus Populous Alfar/Humanoid Races Approximate % of Humanoid Population* Brownie 2 Boggart 1 Dunnie 1 Dwarf 6 Elf 3 Giant (all species) 1 Gnome 6 Grotto/ Thicket Elf (Wylf) 5 Hobgoblin 1 Ilf 4 Kobold 1 Oaf 5 Oaf, major 2 Orc 2 Orc, Great 1 Orc, Lesser 3 Sub-human 3 Trog 2 Trollkin, Barrens 2 Trollkin, Cave 1 Trow, Hill 1 Veshoge 10 *Races in italics can be found within human communities.

Wild animals indigenous to Maylus, large and/or dangerous: adder ape boa constrictor buffalo crocodile deer dog, wild elephant kangaroo leopard moa

Maylus contains 2 Major States: Kingdom of Matewari: c. 250,000 square miles. (komodo type) Population: 3,000,000 python Gover nment: Dynastic Monarchy supported by a tribal rhinoceros aristocracy and priesthood. tapir Commerce: A maritime trade economy known for its tiger production of dyes, spices and tiger snake precious woods. Racial makeup: Primarily human, but with small minorities of Alfar peoples. monitor lizard

Rajate of Gandhoud: c. 150,000 square miles. Population: 1,750,000 Government: Popular Aristocratic Monarchy Commerce: A mining economy

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C. 1,710,000 square miles Terra Incognito: c. 180,000 square miles. (Terra Incognito refers to the suggested amount of land in this place that you, as Game Master, might wish to develop differently for your campaign than as is shown on the map. This could well alter geographical and political data given. That is per fectly acceptable in a unique campaign world. It also refers to the area of land on this continent that is not thoroughly explored or generally known to scholars, pundits and politicians in the Lejendary Earth world.)

Empire of Rautu: c. 245,000 square miles. Population: 3,500,000 Government: Militaristic Imperial Monarchy centered on an island,

based on tribal forces. Commerce: An economy based on mining with spices, exotic goods and slaves being major contributors to the economy. Racial makeup: Primarily human, but with small minorities of Alfar peoples. ...and 5 Minor States: Duchy of Wu-Dzu: c. 75,000 square miles. Population: 1,500,000 Government: Diplomatic Monarchy of dynastic sort, island based, supported by an aristocracy and priesthood. Commerce: A trade economy known for its pearls, incense, and perfumes. Racial makeup: Primarily human, but with insignificant minorities of Alfar peoples. Kingdom of Paritana: c. 120,000 square miles. Population: 1,500,000 Government: Dynastic Monarchy supported by an aristocracy and priesthood. Commerce: A mining economy also known for its wines and brandies. Racial makeup: Primarily human, but with small minorities of Alfar peoples. Kingdom of Pernuwiro: c. 200,000 square miles. Population: 1,000,000 Government: Tribal Monarchy with an aristocracy of sub-chieftains. Commerce: A mining economy with subsistence-level livestock production. Racial makeup: Primarily human, but with small minorities of Alfar peoples. Principality of Ibgoolinji: c. 120,000 square miles. Population: 1,000,000 Government: Tribal Monarchy Commerce: A subsistence economy with production of tallow, wax, various exotic items and salt providing the primary trading items to bolster the wealth of the kingdom. Racial makeup: Primarily human, but with insignificant small of

Alfar peoples. Kingdom of Karaporal: c. 50,000 square miles. Population: 1,000,000 Government: Weal Commercial Monarchy island based, at odds with a bellicose Feudal Aristocracy. Commerce: A trade economy with production distributed fairly evenly between raw goods production and manufacturing. The slave trade is also an important contributor to the economy. Racial makeup: Primarily human, but with insignificant minorities of Alfar peoples. Note that the Kingdom of Lhurulk (see Temura) have established territorial holdings on Maylus, near the Kingdom of Pernuwiro. Numerous petty states exist in the less explored areas of this continent, as well as on the myriad small islands that surround it.

Geo-Political and Social Divisions: Miria (and associated islands) C. 1,060,000 square miles Terra Incognito: c. 90,000 square miles. (Terra Incognito refers to the suggested amount of land in this place that you, as Game Master, might wish to develop differently for your campaign than as is shown on the map. This could well alter geographical and political data given. That is perfectly acceptable in a unique campaign world. It also refers to the area of land on this continent that is not thoroughly explored or generally known to scholars, pundits and politicians in the Lejendary Earth world.) Miria has 1 Major State: Empire of Soshupdhu: c. 200,000 square miles. Population: 4,000,000 Government: Despotic Monarchy of dynastic sort supported by a priesthood. Commerce: A trade economy with production distributed between forestry and mining production. Racial makeup: Primarily human with

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small minorities of Alfar peoples.

Commerce: A mining economy with little manufacturing but a strong agricultural-livestock base. Trade is also a significant contributor to the economy. Racial makeup: Primarily human with

...and 4 Minor States: Principality of Kanahu: c. 150,000 square miles. Population: 1,500,000 Gover nment: Militaristic CONTINENTAL POPULOUS RACE AND FAUNA TABLES: Monarchy supported by a Wild animals militant aristocracy and Populous Alfar/Humanoid indigenous to Miria, large mercenary forces. Races Approximate % of and/or dangerous: Commerce: A mining economy Humanoid Population* also known for its availability Brownie 2 anaconda of exotic items and alcoholic Boggart 1 spirits. T rade is also a bear, black Dunnie 1 significant contributor to the Dwarf 4 bushmaster economy. Elf 2 Racial makeup: Primarily cayman Giant (all species) 1 human, but with insignificant Gnome 5 crocodile minorities of Alfar peoples. Grotto/ deer Thicket Elf (Wylf) 4 Kingdom of Eraxong: Hobgoblin 1 dog, wild c. 135,000 square miles. Ilf 3 Population: 1,250,000 elephant Kobold 1 Government: Nepotistic Monarchy Oaf 4 fer-de-lance supported by an aristocracy Oaf, major 1 and priesthood. goat Orc 2 Commerce: A mining economy Orc, Great 1 jaguar known for its weapons (a major Orc, Lesser 3 export) and the slave trade. jaguar, red (tigre) Sub-human 3 Racial makeup: Primarily Trog 2 monitor lizard human, but with insignificant Trollkin, Barrens 2 minorities of Alfar peoples. (komodo type) Trollkin, Cave 1 Kingdom of Nimpac Tequil: Trow, Hill 1 swine c. 100,000 square miles. Veshoge 7 Population: 1,000,000 tapir *Races in italics can be Government: Popular Monarchy found within human supported by an aristocracy tiger communities. and priesthood. Commerce: A self-sufficient trade economy known for its pearls and small minorities of Alfar peoples. incense. Racial makeup: Primarily human, but with insignificant minorities of Alfar peoples Petty states, especially those of a tribal nature, exist both on the continent and the Kingdom of Waukishgo: numerous islands that surround it. c. 120,000 square miles. Population: 750,000 Gover nment: Popular Monarchy supported by an aristocracy and priesthood.

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Geo-Political and Social Divisions: Temura C. 2,700,000 square miles Terra Incognito: c. 360,000 square miles. (Terra Incognito refers to the suggested amount of land in this place that you, as Game Master, might wish to develop differently for your campaign than as is shown on the map. This could well alter geographical and political data given. That is perfectly acceptable in a unique campaign world. It also refers to the area of land on this continent that is not thoroughly explored or generally known to scholars, pundits and politicians in the Lejendary Earth world. Temura has 3 Major States: Kingdom of Lhurulk: c. 300,000 square miles. Population: 6,000,000 Government: Despotic Monarchy Commerce: A well-balanced economy with other production distributed fairly evenly between raw goods and manufacturing. T rade is also a significant contributor to the economy. Racial makeup: Primarily human, but with small minorities of Alfar peoples.

CONTINENTAL POPULOUS RACE AND FAUNA TABLES:

Populous Alfar/Humanoid Races Approximate % of Humanoid Population* Brownie 3 Boggart 1 Dunnie 1 Dwarf 5 Elf 3 Giant (all species) 1 Gnome 6 Grotto/ Thicket Elf (Wylf) 5 Hobgoblin 1 Ilf 4 Kobold 1 Oaf 5 Oaf, major 2 Orc 2 Orc, Great 1 Orc, Lesser 5 Sub-human 4 Trog 2 Trollkin, Barrens 2 Trollkin, Cave 1 Trow, Hill 1 Veshoge 10 *Races in italics can be found within human communities.

Kingdom of Rhysa Ai: c. 300,000 square miles. Population: 5,000,000 Government: Limited Monarchy supported, and checked, by a landed aristocracy Commerce: An agricultural-based economy with other production distributed fairly evenly between raw goods and manufacturing. T rade is also a significant contributor to the economy. Racial makeup: Primarily human, but with small minorities of Alfar peoples.

Wild animals indigenous to Temura, large and/or dangerous: adder antelope bear, brown boa constrictor cattle crocodile dog, wild goat horse kangaroo leopard moa sheep swine tiger snake

Kingdom of Lygylagu: c. 250,000 square miles. Population: 3,500,000 Government: Dynastic Monarchy supported by an feudal aristocracy. Commerce: A well-balanced trade economy with output distributed fairly evenly between raw goods production and manufacturing. Racial makeup: Primarily human, but with small minorities of Alfar peoples.

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...and 5 Minor States. Kingdom of Tepitkalk: c. 150,000. Population: 1,500,000 Government: Dynastic Monarchy supported by an aristocracy and priesthood. Commerce: An agricultural-based economy with other output distributed fairly evenly between raw goods production and manufacturing. Trade is also a significant contributor to the economy. Racial makeup: Primarily human, but with small minorities of Alfar peoples. Grand Duchy of Litruchav: c. 300,000 square miles. Population: 1,500,000 (minor) Government: Palatine Noble of dynastic sort, supported by an aristocracy and priesthood. Commerce: A raw goods economy with production distributed fairly evenly between forestry production and mining. Trade is also a small contributor to the economy. Racial makeup: Primarily human, but with small minorities of Alfar peoples. Principality of Bashnaldai: c. 400,000 square miles. Population: 1,500,000 Government: Tribal Monarchy Commerce: A self-sufficient subsistence economy with some export of slaves, rugs, and gems. Racial makeup: Primarily human, but with small minorities of Alfar peoples. Kingdom of Antileos: c. 150,000 square miles. Population: 1,250,000 Government: Dynastic Monarchy Commerce: A manufacturing economy with some production of raw goods. Trade is also a significant contributor to the economy. Racial makeup: Primarily human, but with insignificant minorities of Alfar peoples.

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Chiefdom of Rarigudy: c. 180,000 square miles. Population: 750,000 Government: Tribal Confederacy Commerce: A self-sufficient subsistence economy trade being a minor contributor to its overall wealth. Racial makeup: Primarily human, but with small minorities of Alfar peoples. Nomadic and hill tribes, as well as small agricultural communities form the basis of many petty states in this region.

Geo-Political and Social Divisions: VARAN C. 6,120,000 square miles Terra Incognito: c. 90,000 square miles (Terra Incognito refers to the suggested amount of land in this place that you, as Game Master, might wish to develop differently for your campaign than as is shown on the map. This could well alter geographical and political data given. That is perfectly acceptable in a unique campaign world. It also refers to the area of land on this continent that is not thoroughly explored or generally known to scholars, pundits and politicians in the Lejendary Earth world.) Varan contains 13 Major States: Kingdom of Ralles: c. 250,000 square miles. Population: 5,000,000 Government: Feudal Monarchy supported by a Feudal Aristocracy Commerce: A rich agricultural and manufacturing economy that is also active in trade. Racial makeup: Primarily human with insignificant minorities of Alfar peoples. Kingdom of Vorokad: c. 300,000 square miles. Population: 4,500,000 Government: Elected Feudal Monarchy supported by a Feudal Aristocracy. Commerce: A production economy with a strong agricultural and mining base. Trade also contributes to the overall wealth. Racial makeup: Primarily human with insignificant minorities of Alfar peoples.

Empire of Arlond: Dual Kingdom of Morgaria and c. 200,000 square miles. Rukinia: Population: 4,000,000 c. 300,000 square miles. Government: Imperial Monarchy Population: 4,000,000 Commerce: A manufacturing and trade Gover nment: Feudal Monarchy economy with a strong mining industry. supported by discontented Feudal Racial makeup: Primarily human with Aristocracy. insignificant minorities of Alfar peoples. Commerce: A well-balanced CONTINENTAL POPULOUS RACE AND FAUNA TABLES: economy with a strong agricultural base and trade providing some Populous Alfar/Humanoid Wild animals indigenous contribution to the overall wealth. Races Approximate % of to Varan, large and/or Racial makeup: Primarily Humanoid Population* dangerous: human with insignificant Brownie 2 adder minorities of Alfar peoples. Boggart 1 antelope Empire of Barcalonia: Dunnie 1 ape c. 250,000 square miles. Dwarf 5 ass Population: 4,000,000 Elf 2 aurochs Government: Imperial Monarchy Giant (all species) 1 bear, black supported by a Feudal Aristocracy. Gnome 4 bear, brown Commerce: A manufacturing Grotto/ bear, polar economy and active trader with Thicket Elf (Wylf) 4 bison some raw goods production. Hobgoblin 1 camel, western Racial makeup: Primarily Ilf 3 cattle human with insignificant Kobold 1 deer minorities of Alfar peoples. Oaf 5 dog, wild Oaf, major 2 Kingdom of Latpovisk: gazelle Orc 2 c. 200,000 square miles. goat Orc, Great 1 Population: 4,000,000 horse Orc, Lesser 4 Government: Feudal Monarchy leopard Sub-human 3 Commerce: A well-balanced lion Trog 1 economy with a strong agricultural moose (elk) Trollkin, Barrens 2 base and trade providing some reindeer Trollkin, Cave 1 contribution to the overall wealth. sheep Trow, Hill 1 Racial makeup: Primarily swine Veshoge 6 human, but with small tiger minorities of Alfar peoples. viper *Races in italics can be wolf found within human Kingdom of Lanomola: wolverine (glutton) communities. c. 200,000 square miles. Population: 4,000,000 Kingdom of Gothonland: Government: Popular Feudal Monarchy Commerce: An active trading economy with raw c. 250,000 square miles. materials production in both agriculture and Population: 3,500,000 mining providing the materials for Government: Despotic Monarchy supported by a Feudal Aristocracy. trade. Racial makeup: Primarily human, Commerce: A trade and manufacturing but with small minorities of Alfar economy with moderate mining/forestry. Racial makeup: Primarily human, but peoples. with small minorities of Alfar peoples.

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Kingdom of Durlone: c. 180,000 square miles. Population: 3,500,000 Government: Feudal Monarchy backed by a Confederated Oligarchy. Commerce: An agricultural economy with a moderate manufacturing industry. Racial makeup: Primarily human, but with small minorities of Alfar peoples. Sovereign Order of the Tenoric Knights of Voderjark: c. 180,000 square miles. Population: 3,000,000 Government: Feudal Theocracy supported by a Feudal Aristocracy. Commerce: A raw materials production economy known for its finely crafted weapons. Racial makeup: Primarily human with insignificant minorities of Alfar peoples.

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...and 15 Minor States: Empire of Mesphosia: c. 100,000 square miles. Population: 2,500,000 Government: Imperial Military Despotism supported by a bureaucracy. Commerce: A manufacturing economy and active maritime trading state. Racial makeup: Primarily human with insignificant minorities of Alfar peoples. Rhomilian Empire: c. 50,000 square miles. Population: 1,500,000 Government: Despotic Imperial Monarchy supported by a Military Aristocracy Commerce: A declining manufacturing economy with subsistence food and raw materials production. Racial makeup: Primarily human with insignificant minorities of Alfar peoples.

Republic of Delnus: c. 150,000 square miles. Population: 3,000,000 Government: Republican Aristocracy supported by limited Meriticracy. Commerce: A maritime trading economy with production concentrated in manufacturing. Racial makeup: Primarily human, but with insignificant minorities of Alfar peoples. Kingdom of Kossaly: c. 150,000 square miles. Population: 2,750,000 Government: Feudal Monarchy supported by a Feudal Aristocracy. Commerce: A declining export economy known for its brandies, wines, and cooking oil. Racial makeup: Primarily human, but with small minorities of Alfar peoples.

Empire of Lyris: c. 70,000 square miles. Population: 1,500,000 Government: Despotic Imperial Monarchy supported by a Military Aristocracy Commerce: A mining economy known also for its tar and pitch production. Racial makeup: Primarily human with insignificant minorities of Alfar peoples.

Kingdom of Keomia: c. 250,000 square miles. Population: 2,500,000 Government: Popular Monarchy supported by a clan-based Aristocracy Commerce: Currently a subsistence economy, but growing. It is well-balanced across most raw materials production. Racial makeup: Primarily human, but with small minorities of Alfar peoples.

Archduchy of Temare: c. 125,000 square miles. Population: 1,250,000 Government: Palatine Principality supported by a Feudal Aristocracy. Commerce: A manufacturing economy with mining and trade providing some contributions to the overall wealth. Racial makeup: Primarily human with insignificant minorities of Alfar peoples.

Duchy of Shalmet: c. 70,000 square miles. Population: 1,500,000 Government: Palatine Principality supported by a Feudal Aristocracy and free yeomanry. Commerce: A manufacturing economy with a strong maritime trading component. Racial makeup: Primarily human, but with small minorities of Alfar peoples.

Kingdom of Mirsylvanis: c. 60,000 square miles. Population: 1,250,000 Government: Despotic Monarchy Commerce: A mining economy with some manufacturing and river-based trade. Racial makeup: Primarily human, but with small minorities of Alfar peoples. Grand Duchy of Ksarvina: c. 200,000 square miles. Population: 1,000,000 Government: Despotic Palatine Principality supported by a landed Aristocracy. Commerce: A poor subsistence economy known for its production of amber. Racial makeup: Primarily human, but with small minorities of Alfar peoples.

Government: Popular Palatine Principality. Commerce: A maritime trading economy with strong agricultural base. Racial makeup: Primarily human with insignificant minorities of Alfar peoples. Kingdom of Uringlu: c. 100,000 square miles. Population: 750,000 Government: Despotic Monarchy Commerce: A growing economy based on mining and forestry with some trade (which they hope to expand). Racial makeup: Primarily human, but with small minorities of Alfar peoples.

Principality of Sordonsk: c. 100,000 square miles. Population: 1,250,000 Government: Palatine Principality supported by a Feudal Aristocracy. Commerce: A forestry-based economy known for its paper production. Racial makeup: Primarily human with insignificant minorities of Alfar peoples.

League of Hochberg: c. 35,000 square miles. Population: 500,000 Government: Federated Oligarchy supported by Aristocratic landowners. Commerce: A manufacturing economy and extremely active and rich trading state. Racial makeup: Primarily human, but with small minorities of Alfar peoples.

Principality of Itherland: c. 75,000 square miles. Population: 750,000 Government: Confederated Palatine Principality supported by an elite Republican Oligarchy Commerce: A manufacturing economy and extremely active and rich trading state. Racial makeup: Primarily human, but with small minorities of Alfar peoples.

Principality of Belzamit: c. 50,000 square miles. Population: 500,000 Government: Oligarchic Palatine Principality of dynastic sort, supported by an aristocracy and priesthood. Commerce: A maritime trading economy with production distributed fairly evenly between raw goods production and manufacturing. Racial makeup: Primarily human with insignificant minorities of Alfar peoples.

Kingdom of Olejan: c. 150,000 square miles. Population: 750,000 Government: Despotic Monarchy Commerce: A mining economy and active pirate state. Racial makeup: Primarily human, but with small minorities of Alfar peoples. Principality of Tygeoumi: c. 35,000 square miles. Population: 750,000

Kingdom of Kypros: c. 15,000 square miles. Population: 300,000 Government: Despotic Monarchy supported by a merchant oligarchy. Commerce: A maritime trading economy with production concentrated in manufacturing. Racial makeup: Primarily human with insignificant minorities of Alfar peoples.

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APPENDIX A: Government Forms and Similar Political Structures 1. Feudalistic-Type Government Structure and the Organization of a Feudal-Type Realm Offices and Authority Feudalism was, roughly put, a descending pyramid of service, with duties running both downward and upward, and privileges accumulating upwards. It was based on military capacity. Those at the bottom traded freedom for protection by the upper-class warriors. The warriors, in turn, did the same for their protection by the greater lords above them, and so on. The whole then rose to a single, supreme commander and sovereign, the suzerain of the realm, a monarch with nearly unlimited power. The main check on the absolute power of the monarch (a hereditary king, elected king, or similar sovereign ruler) was, clearly, the willingness of the great warriors who were below the apex to serve militarily, for that is the crux of feudalism-service. A check nearly as potent was that of the clergy; but military service still outweighed ecclesiastical service. Lower down came service of labor in return for protection. Feudalism developed as populations grew, towns and cities developed, and tribal organization broke down. As this occurred, the feudalistic government form arose, and it developed so as to do more than just provide the military protection that the tribe had previously taken care of. It became the whole of government, supplanting the tribe in regards to law and social rank as well. The operation of such a government is a subject that needs to be understood by the fantasy role playing game participant, for virtually all such games assume some model of feudalism in many of the states of their mythical worlds. In medieval times a king’s home was his castle, just as castles were the homes of his noble feudatories. The stronghold provided far more than a fortified place of refuge in time of hostilities, however. It was the domicile of its lord, the place where he, his family, and his attendant court spent the majority of their time. The castle was also the residence of many of his liegemen, retainers, and servants. Only liegemen with their own lands dwelt apart from their overlord, coming to his castle as commanded. In the castle, whether palatial or fortress grim, there were various offices for managing the government of the realm as well as for the personal needs of the sovereign lord and his family. There were also the offices of oversight of the personal lands-the estates and manorsbelonging to the king. The royal castle was, then, the headquarters for all of the functions necessary to see that the realm and the sovereign’s own holdings were cared for. In many cases these were primarily agriculturally based operations, business of the king, just as his feudatory lords had lesser personal realms with castle and lands. Great and small, all needed proper oversight and management. In addition to administrative and financial affairs of the state (or estate) and the king’s (or lord’s) business, the military functions necessary for safety and security of the state (or estate) and king (or lord) were found in the castle. Also, because the king was the final arbiter of the law of the land, just as the noble was the arbiter of local law enforcement, the royal castle was the seat of high justice, the nobles’ strongholds the place of low justice for all persons residing within the territory of the noble. Feudal justice was conducted on a regular basis by the king. He held court-or usually the justiciar or some like official did-to hear and

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decide cases requiring high justice, i.e. the sovereign’s own attention. The local lord then held similar sessions. Low court, known as the Hallmote, was typically held once per month. The non-free subjects of the noble-serfs and villeins-were subject to the judgment of this court. For the small middle class of freemen who had made a proper vow of frankpledge to the castle’s lord, the Greatcourt was convened periodically by the noble to adjudicate their legal affairs. To manage the three principal governmental functions, the sovereign appointed numerous officers, both great and petty. The noble peers of the realm would then likewise have offices and officers for management of their lands and people. The hierarchy and titles of these officers, their authority and responsibility, and the overall functions of their offices is now somewhat obscure. After so many centuries, the whole feudal system has faded into a vague and little-comprehended picture of near-legendary sort-despotic monarch, overbearing nobles, knights in shining armor, damsels in dire distress, oppressed and starving peasants. In truth, the whole was far more complex . . . and mundane. To facilitate comprehension, a series of organizational tables are given in descending order. Because this is a generalization and meant for use in a fantasy role playing game, offices and titles are based on the English system as modified for the Continental monarchies that vested generally greater power in both the overlord and in the domains of peers. At all times remember that the feudal government system is one of warriors and warfare. Even the Constitution of the United States of America says that the first duty of government is to protect its citizens. In this mythical world, this holds doubly true . . . in theory. The king is the greatest warrior, the nobles his chief paladins, and so on down the line. If one mentally draws a parallel of the king (or like sovereign head of state) and his noble vassals, officers, supervisors, and workers, to a modern corporation, the whole might be more easily grasped. The monarch is somewhat akin to the chairman of the board of directors of a cartel, one owning the largest corporate member and shares of all others in the conglomerate, and serving actively as its chief executive officer. Indeed, he might be voted into the position by the other directors-the elected sovereign. The noble vassals of the king are similar to other directors. The chief officers are the nobles who attend to the functioning of the realm, and with the noble directors (who have realms of their own, as it were) together form the council of the royal government. Just as, when a corporation’s board of directors meets, the major executive and operating officers of that corporation might be required to attend and report, so too when the sovereign and his chief vassals gathered in council, the officers of king would likewise participate. That said, the analogy should not be held too finely. Finally, remember that this information is given for use in gaming, and it is not historically accurate in all regards. It is provided to enable ease of play and general understanding, not as a course in actual feudal government and social organization. In reading, remember the following keys: 1. Names and/or titles in italics or other type a line or two below (virtually parallel with) the header name/title are of considerable rank but are not directly in the chain of command. They generally report to the upper position, but do not command those below. 2. Rank, and thus precedence, reads left to right, top to bottom.

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1. Sovereign Head Suzerain of the Realm (emperor, king, prince, etc.) (special offices, see hereafter) Royal Herald (20th) Crown Prince/heir consort other family Great Nobles Appointed Officials Free Cities

Elected Officials

Suzerain: The monarch rules the following: nobles-great, lesser, and petty requiring high justice churchmen-secularly only and subject to church law for justice freemen-yeomen, socmen, husbandmen (householders), and tenants generally subject to low justice peasants (subject to low justice): villeins-those bound to a locale but with some rights serfs-those bound to a locale and owning nothing vagabonds-masterless wanderers (subject to low justice) slaves (subject to low justice) outlaws (subject to high or low justice) Special offices: See the detailed chart for the sovereign following this general one. Royal Herald: This fairly important office directly reporting to the crown is awarded only to a well-spoken and noble warrior and diplomat. Crown Prince: If the consort, male or female, is in line for the throne upon the death of the monarch, then this place is reversed, and the consort ranks ahead of the crown prince/heir apparent. Consort: See also Crown Prince above. This individual might be styled queen, prince, princess, etc. In any case, the non-inheriting consort ranks ahead of potentially inheriting members of the ruling family only so long as the sovereign lives. Thereafter, the consort moves back (leftwards) to follow such family in precedence. Royal Family: The various children (typically princes and princesses) and siblings (princes and likely also peers as well) of the monarch. Note that the line of succession affects their precedence, but so does peerage. That is, a brother to the king who is also a duke will precede all but the crown prince/heir apparent and consort, even though he is otherwise after the children of the monarch in line of succession to the throne. Great Nobles: These are generally peers (theoretical equals) of the ruler and in order of precedence are: Dukes, marquises, and earls/counts. Historically, there would also be the great churchmen-cardinal, archbishop, and bishop at intervals just below each great noble, viz. duke, cardinal, marquis. Nobles: The general rank of nobles is as follows: great nobles king, sovereign prince archduke, grand duke, duke (doge, herzog), prince marquis (margrave) earl (count, graf) lesser nobles but peers nonetheless viscount (waldgraf) baron lord knight (non-hereditary) esquire (the undubbed knight)

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petty nobles (of noble birth but lacking title) gentleman (a more recent but convenient name for those propertied and/or giving military service) franklin (a freeman giving frankpledge, military service, to the crown for his land held directly from the crown) In most non-English lands the matter of birth into nobility was indicates by a prefix or suffix to the family name: de, del, der, van, von, and the suffixes -ski and -sky, for instance. Churchmen (Theurgists): The general rank of clerical nobility is as follows: great churchmen cardinal archbishop bishop lesser churchmen but also peers abbot monsignor petty churchmen not of the peerage priest monk friar Nobles, all of whom are to some degree vassals of the crown, typically reside on their own fiefs. The principal duties of noble vassals (those with lands bestowed by the crown) are 1) payment of service in regards to keeping order and 2) warfare, whether offensive or defensive. In similar fashion, the lesser duties of the noble vassals include serving under and assisting the Steward of the Realm as inspectors (see 3, office of Regarder). Whenever the sovereign visits their lands, the noble vassals are required to house and care for their monarch and all in attendance. Major Appointed Officials: Steward of the Realm, Constable of the Realm, Chancellor of the Realm, and the Royal Seneschal. Again, the royal officers would rank a step below peers and equivalent churchmen. For example: duke, cardinal, Steward of the Realm, marquis, etc. Often the official will also be a great noble, and in such case the precedence is enhanced, with the office adding to the peerage rank. Thus, a duke and Steward of the Realm is first in precedence after the sovereign, while a baron and Steward of the Realm is likely lower in rank than the great dukes, but still before the marquises lacking royal office. (Yes, the matter of precedence was a thorny one when proud nobles were concerned!) Separate charts are given for the four greatest offices. Free Cities: The lords mayor (or whatever title is applicable) of free cities, cities not in the fief of a noble but directly under the crown, are in the rank immediately below the king. However, most, if not all, would in precedence come after all great nobles, great churchmen, and chief royal officers. The size and importance of the city is used to determine precedence in regards their ranking within the group. Citizens of the City: nobles officials of the city (noble and ignoble) burgesses (commoners/ignoble) merchants guild masters yeomen (freemen but commoners/ignoble) householders (freemen but commoners/ignoble)

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citizens, ordinary (free citizens) villeins (non-free citizens who must stay in the city, although they might own certain things) slaves Elected Officials: If the realm has representatives elected by some segment of the populace to represent them (and their interests) before the sovereign, then such individuals would come fourth and last in precedence. Such individuals would include members of an assembly for determining laws and the heads of national associations of craftsmen or tradesmen. Elected noble Officials Elected ignoble Officials members of a parliament lords mayor chief members of guild/trade associations 2. Principal Royal Officers Suzerain doctor barber surgeon dentist Wizard of the Realm Royal Secretary master mage royal chief clerk expert scribes journeymen clerks apprentices Steward of the Realm Constable of the Realm Chancellor of the Realm Royal Seneschal Royal Chaplain royal almoner friars nuns

There are four basic divisions of function within the organization of the government, and a separate one to oversee the monarch’s personal comfort and affairs, including his private property: Administrative and Judicial: Steward of the Realm. Military: Constable of the Realm. Financial: Chancellor of the Realm. Sovereign: Royal Steward. Note that the head of each office has a direct reporting relationship to the monarch. This access is, of course, of inestimable worth in a monarchy. In addition, the two lesser but directly-serving offices of the crown, those of Royal Chaplain and Royal Secretary, are likewise of great standing. Royal Chaplain: (Eighth in order of precedence.) The churchman, likely of high sort, serving the monarch as spiritual advisor and seeing to religious matters of the realm. Under this office is that of the Royal Almoner caring for charity and the poor. Various other minor clerks will be found in this office and friars and nuns to distribute alms and see to the poor. Wizard of the Realm: (Ninth in order of precedence.) This very high-ranking individual directly under the command of the sovereign will have a retinue of lessers beneath his or her office. The wizard is an individual of noble sort most able in one or more of the Extraordinary Abilities of Enchantment, Geourgy, Necrourgy, Psychogenic, and/or Sorcery. Royal Secretary: (Tenth in order of precedence.) The grand scribe, and often also a churchman (Theurgist), and organizer of the monarch’s daily schedule and short- and long-term itineraries. The royal chief clerk will serve the Royal Secretary in seeing to the organization necessary to manage this, and under that individual will be many lesser scribes and clerks. Steward of the Realm: (First in precedence.) This is the office of viceroy of the realm, the first royal government office in order of precedence. Next to the monarch, the steward was the highest ranking person in government, and in the absence of the monarch would stand in his stead, before the noble peers. The basic

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duties of the office pertained to the oversight of the kingdom outside the royal domiciles and demesnes. The Steward is also in charge of legal matters. Thus, the chief office hereunder, that of justice, is of great rank. Royal Justiciar: The office of justiciar, the chief judge of the royal courts, reports to the Royal Steward and also directly to the monarch. The justiciar ranks just below the parallel line between the four great royal offices often also reporting directly to the crown. The official precedence would come immediately after the office of Royal Seneschal, thus fifth in the line of officers. (This individual might well possess the Extraordinary Ability of Psychogenic Thought Reading.) See Chart 3 for other details of duties and the many positions directly overseen by these offices. Constable of the Realm: The second office in order of precedence in the government officers of the realm. This office is principally charged with the duties of 1) policing the state and 2) military matters of both defensive and offensive nature. These responsibilities begin in the royal domicile and extend to the borders of the realm. In the absence of the monarch and the Steward of the Realm, the Constable of the Realm is commander of all. The principal offices under this one are those of Lord Marshal and Lord Admiral. See Chart 4 for the many positions directly overseen by this office. Chancellor of the Realm: The third office in order of precedence in the government officers of the realm. The Chancellor is directly responsible to the Crown for the finances of the state including taxation, minting, revenues, accounting, and, because of its extensive activities in regards to revenues, intelligence. An important post under this office is the Keeper of the Seal, the instrument that makes a royal writ legal. See Chart 5 for the many positions directly overseen by this office. Royal Seneschal: The fourth office in order of precedence in the government officers of the realm. This office is principally accountable for the immediate residence of the suzerain, all state residences, castles, and lands. The Royal Seneschal has responsibilities as follows: 1) oversight of the dwelling and working places of the sovereign, 2) internal security thereof, 3) oversight of the monarch’s (thus the state’s) fortresses, 4) all matters relating to the demesnes of the monarch and 5) all matters pertaining to such lands and estates as the monarch leases to tenants. As these duties are extensive, the chief office under this one is that of the Major-Domo. Major-Domo: (Fifteenth in precedence.) This office is charged with the maintenance of the sovereign’s current residence and all matters pertaining to the household finances and domestic matters, with the Seneschal directly managing oversight and security. See Chart 6 for the many positions directly overseen by this office. With the four major offices described, it is time to examine the offices that exist under each of them, in turn, as many of these lesser offices are of considerable importance and might at times also have a direct reporting relationship to the Crown. Details of the various sub-offices and positions appended to the three chief officers of the noble lord are appended to the separate charts found hereafter.

3. The Office of the Royal Steward Royal Steward (1) Justiciar (5th) judges magistrates justices of the peace

Auditor General (12th) regarders auditors clerks

Sheriffs (13th) bailiffs reeves

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Judges: Those individuals able to dispense high justice. Magistrates: A district judicial official able to dispense all but high justice and in oversight of justices of the peace. Justices of the Peace: The local law officials able to dispense low justice. When traveling a circuit, they will likely be in company with a bailiff and a few men-at-arms. Auditor General: The office that serves to inspect and check on all offices’ property and accounts. It might be called the Inspector General. Regarders: The individuals who see that all property assigned and/or claimed-equipment and supplies-is present and properly cared for. They are usually lesser or petty nobles appointed to this duty by the monarch but reporting to the Auditor General. Only petty nobles would receive any stipend for fulfilling the duties of this office. Auditors: The individuals who examine the records of income and expenditures to ensure that they have been properly accounted for. Sheriffs: The office that is responsible for the government of the realm in a large district, such as a duchy, march, or county. They will be present in any such great noble fiefs, save those that are palatine, viz. a realm within a realm. Bailiffs: This is a relatively minor office vested with quite important responsibilities and serves under the sheriff of each district. Chief Bailiff: The head of the several bailiffs of a sheriff’s office. There will be a lesser bailiff for about every four manors and adjacent separate small communities within the district. Each such locale is visited by a bailiff one week in a month. Crimes and infractions seen by or reported to the local bailiff (by the reeve) are brought to the attention of the sheriff, and he, in turn, will assign bailiffs to bring the accused to him so that such individuals may be brought before the court. 4. The Constable of the Realm: Constable of the Realm (2nd) Commander of the Royal Guards (14th) colonels captains lieutenants Lord Marshal (6th) Lord Admiral (7th) The organization, manning, equipping, training, and posting of all the military and naval forces of the realm is vested in the office of Constable of the Realm. In battle, however, supreme command is held only as the surrogate of the monarch. If the suzerain is not on the field, nor has sent the Steward of the Realm to assume that role, then the constable would also be the supreme commander. Duties of the office include both the standing military forces and those raised in time of crises by calling upon feudatories for service. Peacetime responsibilities of broad and general nature are: 1) Organization of standing state military and naval forces, 2) quartering and equipping standing forces, 3) construction and maintenance of state fortresses and naval port fortifications and facilities, 3) security of the states borders and strongholds, 4) all military and state naval transportation, and communications. In time of war or rebellion responsibilities of the constable are: 1) the deployment of land and sea forces, 2) the strategic operations for such forces in attack and defense, 3) the furnishing of such additional forces as are required, and 4) all logistical command. The Constable of the Realm will have direct strategic command over noble peers of the realm reporting for service, although he will not often be empowered with actual tactical command,

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Commander of the Royal Guards: This office is directly under the constable and has responsibility for the cavalry, infantry, and naval guards assigned to protect the sovereign head of state at all times and in all places. In time of war these forces are always reserved and assigned to combat on orders of the monarch alone, committed to combat only by the constable, marshal, or admiral. The two major officers directly under the office of Constable of the Realm are the two military ones for land and sea command: Lord Marshal: This office is that of the principal military commander as regards all arms of the army: cavalry, infantry, artillery, engineers, etc. The marshal is the chief military lieutenant of the Constable in all cases. This office is further detailed in and under 4A. Lord Admiral: This office is that of the principal military commander as regards all arms of the navy: vessels, seamen, artillery, marines, etc. The admiral is the chief naval military lieutenant of the Constable in all cases. This office is further detailed in and under 4B. 4A. The Lord Marshal Lord Marshal (6) Chief of Engineers (30th) Chief of Artillerists (31st) Noble Peers Generals (17th) noble captains lieutenant generals knights banneret colonels captains captains lieutenants lieutenants Chief of Engineers: This office has to do with all fortification construction, bridging, non-missile (proximate) siege equipment, pioneer, and sapper (mining) functions. Chief of Artillerists: This office has to do with the acquisition, construction, deployment, and operation of all missile (non-proximate) siege engines and artillery devices. Lord Marshal: As with the office of Constable of the Realm, that of the Lord Marshal is usually held by a noble and knight of great repute in regard to his ability and skill at arms. The Constable commands all regular land forces of the state in time of peace, and in time of war commands all land forces of any sort. Noble Peers: Feudal service requires all vassals to appear in person with all able-bodied men available to them, and some minimum number is typically required depending on the noble title and lands. Troops furnished thus-knights, esquires, mounted sergeants (heavy cavalry), missile infantry, men-at-arms (armored infantry), regular footmen, and levies-then usually fight as a combined unit (a corps, division, or brigade) under general command of the noble furnishing them. Such forces might well include military officers and mercenaries. Noble Captains: These officers command portions of the great noble peer’s military force. For example, one might be captain of the light horse, another of crossbowmen, a third of the levied infantry, and so on. A mercenary colonel commanding a force of men is considered hereafter. Knights Banneret: These nobles command a squadron of 20 or more heavy cavalrymen, including knights, esquires, and mounted sergeants. Several bannerets combined under a banner comprise a company or a regiment whose leader is a noble captain. Captains: These officers command smaller formations of the same sort of troops. If they command cavalry it is not of noble sort. Lieutenants: These officers assist captains or greater officers in their command functions.

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Generals: There are likely only one or two regular, professional general officers in the standing military of the state, with noble peers being given this rank to augment the number in time of war. The regular generals serving under the Marshal are responsible for the recruitment, equipping, training, billeting, supply, etc. of the regular military forces. The Marshal is then responsible for the raising of additional forces and the hiring of mercenaries in time of war. Lieutenant Generals: These officers typically command large formations of various kinds of troops, i.e. some combination of cavalry and/or infantry of different sort. Colonels: These officers command large units of the same sort of men-heavy cavalry, archers, pikemen, etc. 4B. The Lord Admiral Lord Admiral (7) Lt. General of Marines Noble Peers noble captains captains commanders lieutenants

Chief of Naval EngineersChief of Naval Artillerists Vice Admirals (18th) commodores captains commanders lieutenants

Lieutenant General of Marines: This office has to do with all special military forces for the defense of naval ports, fortifications, and vessels, and for offensive actions by such forces as delivered by ship to land or enemy vessels. Chief of Naval Engineers: This office has to do with all naval port facilities, naval fortification, and vessel construction. Chief of Naval Artillerists: This office has to do with the acquisition, construction, placement, and operation of all naval missile (non-proximate) artillery devices. Lord Admiral: As with the office of Constable of the Realm, that of the Lord Admiral is usually held by a noble and knight of great repute in regard to his ability and skill at naval operations. The Lord Admiral commands all regular sea forces of the state in time of peace, and in time of war commands all sea forces of any sort. Noble Peers: Vassals with naval vessels are likewise required in time of war to appear in person with all able-bodied men available to them. Vessels and crews furnished thus usually fight as a combined unit (a division, squadron, or flotilla) under general command of the noble viceadmiral furnishing them. Again, such forces might well include naval and marine officers and mercenaries. Noble Captains: These officers command portions of the great noble peer’s naval force. For example, one might be captain of the sailing squadron, another of galleys, and yet another of the transports bearing marines and/or soldiers. Captains: These nobles command a ship of size. Commanders: These officers command smaller vessels. Lieutenants: These officers assist captains, commanders, or greater officers in their command functions. Vice-Admirals: There are likely only one or two regular, professional naval general officers in the standing military of the state, with noble peers being given this rank to augment the number in time of war. The regular vice-admirals serving under the admiral are responsible for the recruitment, equipping, training, billeting, supply, etc. of the regular naval military forces. The admiral is then responsible for the raising of additional forces and the hiring of mercenaries in time of war. Commodores: These officers typically command large formations of various kinds of vessels of substantial sort, i.e. ships and/or galleys

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meant to fight in close actions against the enemy. A squadron, however, might also be composed of transport vessels and escorts. 5. The Chancellor of the Realm Chancellor of the Realm (3) spymaster (32nd) Lord Treasurer (10th) Keeper of the Seal (19th) chief of finance secretary of the realm chief of taxes armorial herald of state chief of tariffs lawyers chief of duties notaries accountants clerks clerks chief of minting Spymaster: This office is in charge of all internal and external espionage of the realm. Lord Treasurer: This office sees to the collection of all state revenues and to the minting of the coinage used in the realm. The various offices hereunder are self-explanatory Keeper of the Seal: This office sees to the care and use of the sovereign seal of the realm so that the suzerain or his delegate might affix it to any writ or proclamation and thus make such act legal. It also is in charge of keeping record of all such writs, proclamations, and so forth. Secretary of the Realm: The office charged with the maintenance of all official records of the state. Armorial Herald of State: The office issuing and keeping track of the armorial bearings of all entitled to wear/bear such devices (nobles). Lawyers, notaries, and clerks are generally self explanatory. 6. The Royal Seneschal Royal Senechal (4) accountant Cofferer (21th) Keeper of the Royal Stables (24th) Royal Forester (25th) Major-Domo (15th) Chamberlain (16th) Royal Porter (27th) (see 6A.) Keeper of the Wardrobe (34th) Capt. of the Guards (29th) tailor valets royal guards seamstress maids in waiting watchmen bootmaker hairdressers cobbler chamber maids laundresses boot blacks castellan (26th) porter agister parker verderer watchmen reeves keeper of the mews forester sentries tenant haywards keeper ot the kennels gamekeeper herdsmen gardeners huntsman woodwards groundsmen hornblower beaters Royal Seneschal: This office is responsible for all of the monarch’s lands and for any and all of the domiciles of the suzerain and appurtenant structures utilized for domestic purposes, wherever those may be. Clearly this office was very busy wherever the monarch might be in residence. In addition, the Royal Seneschal is the personal assistant to the monarch in all personal and domestic regards, and ultimately responsible for the care of noble guests staying with their overlord.

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The office is thus entirely responsible for the comfort and security of all within the domicile buildings of the suzerain, the scheduling of court and audiences, and the operations of all sorts on the properties belonging to the monarch. Thus, there are six major sub-offices beneath it. Accountant: An accountant is attached to this office to keep record of all lands, rents, monies and so on. Cofferer: This office is directly responsible to the Royal Seneschal with a reporting obligation to the monarch. The Cofferer has charge of the money and other valuables belonging to the monarch, including such things as crown jewels and the like. Keeper of the Royal Stables: The office in charge of all of the monarch’s mounts, their acquisition, care and breeding. Various trainers, grooms, and others are under the chief officer. Royal Forester: The office in charge of any and all the great forest tracts belonging to the monarch. Various rangers and foresters serve under the Royal Forester in order to preserve the woodland and its game for the exclusive use of the sovereign. In states lacking woodlands of this sort, the reserved area might be grassland and the office be named Keeper of the Royal Hunting Preserves. Major-Domo: This office is responsible for all of the monarch’s domiciles and appurtenant structures utilized for non-domestic purposes wherever those may be. It is thus responsible for the throne room, audience chambers, court halls, and any and all adjacent communal places. This office is in charge of festivities and all food and drink. In addition, it is responsible for the care of noble guests staying with their overlord. See 6A. for the offices under its charge. Chamberlain: This office is responsible for the private quarters of the sovereign and his family, guests, etc. Keeper of the Wardrobe: This office is responsible for all areas of the greater domicile not overseen by the office of the Seneschal or the Chamberlain. In general, this means the care of the persons and clothing of the sovereign and family and their guests, as well as the private rooms which they occupy. The various positions listed as reporting to this office are self-evident in their duties. Royal Porter: This office is responsible for the operation, guarding, and watch of all exterior entrances to the place in which the monarch is in residence and to the posting and relief of royal guardsmen stationed in such places. The porter orders the opening and closing of gates, including any lowering and raising of drawbridges, portcullises, and grilles. For example, a herald calling upon the castle will typically be greeted and answered by the castle’s porter. Captain of the Guards: This officer is the head of all the royal guardsmen in attendance at the residence of the king and guarding the entrances of the place. The officer reports to the porter at such time but is otherwise under the Constable of the Realm. Royal Guards: These are elite, well-trained and especially equipped professional soldiers whose duty it is to protect the person of the monarch and all the family and guests of the suzerain. Watchmen: These are regular soldiers of the king, men-at-arms maintained for 24-hour duty guarding the castle portals. Castellan: The officers responsible for the monarch’s personal castles and all lands appurtenant to them. Each such place will have its own castellan. Under each castellan are a number of minor officers; those needing additional explanation are detailed as follows:

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Agister: The office in charge of the manors and other agricultural-type lands associated with the stronghold. The sub-offices of the agister are generally self-explanatory. The office of reeve is appointed by the Castellan or another delegate of the monarch and has oversight of a manor or small community to watch over the monarch’s interests and the keeping of the law there. Parker: The office in charge of the castle grounds and the lands immediately surrounding the stronghold. The sub-offices of the Parker that might need explaining are: Keeper of the Mews: The chief falconer and in charge of the dovecote and the roost for the monarch’s homing pigeons. Keeper of the Kennels: The chief dog trainer and handler. Verderer: The office responsible for the hunting lands, the game thereon, and the hunt itself in the area of the castle. The verderer oversees the woodlands and wildlands within the specific holding. The following under-offices are generally selfexplanatory, although a brief description is useful: Gamekeeper: The officer warding the wild game and seeing to the prevention of poaching. Huntsman: The officer who is a master hunter and the guide for hunting parties, and who is also in charge of keeping down excess numbers of predators or prey animals so that the hunting land is environmentally sound. Woodward: The officer who wards the forest land to see that no persons encroach thereon by clearing and farming, felling trees for lumber or firewood, or by herding swine therein to eat acorns and nuts reserved for the wild game in the woodland. Hornblower: The officer and master horseman who is in charge of sounding the hunting horn and thus bringing those engaged in the hunt to the locale of the animal(s) being sought as quarry. Beaters: Common persons whose employ is that of assistant to the gamekeeper, huntsman,or woodward, but who during a hunt drive game in a desired direction by beating the underbrush and making noise. 6A. The (Royal) Major-Domo (Royal) Major-Domo (15th) jester entertainers Usher (28th) sergeants at arms pages

Royal Chef (35th) baker wafer maker sauce cook fruiterer cooks scullions

Butler (33rd) pantler brewer cup bearers dispensers chandlers table clothier serving maids serving boys butcher poulterer slaughterers

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Usher: The office charged with protocol, precedence and security within any room or rooms of the domicile of the sovereign in which an official function is taking place. This includes the admittance and announcement of the title(s) and name of visitors, their placement or seating, and the maintaining of order within the area in question. Also, communications coming into or going out from the area are the responsibility of this office. To enable the carrying out of his duties, the usher has command of one or more sergeants-at-arms and pages. Butler: The office charged with care of the buttery, that place where butts of alcoholic beverages were stored, and the duties attendant upon seeing to the food and drink of the sovereign and such other persons and guests as present. Pantler: The office in charge of the pantry, including bread and everything attendant to its ingredients and in general all stores of staple and dry foodstuffs in the domicile. Chef: The officer that is the head of the kitchen, the chief cook, and the overseer of all food preparation. The wafer maker has the duty of pastry or dessert maker. Precedence of Royal Officers Suzerain 1. Steward of the Realm 2. Constable of the Realm 3. Chancellor of the Realm 4. Royal Seneschal 5. Justiciar 6. Lord Marshal 7. Lord Admiral 8. Royal Chaplain 9. Wizard of the Realm 10. Lord Treasurer 11. Royal Secretary 12. Auditor General 13. Sheriff 14. Commander of the Royal Guards 15. Major-Domo 16. Chamberlain 17. General 18. Vice Admiral

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19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35.

Keeper of the Seal Herald Cofferer Royal Almoner Royal Chief Clerk Keeper of the Royal Stables Royal Forester Castellan Royal Porter Usher Captain of the Royal Guards Chief of Engineers Chief of Artillerists Spy Master Butler Keeper of the Wardrobe Chef

2. Oriental-Imperial Government Structure

Oriental-Imperial Government Organization The following is based on the Chinese historical model. It serves well, with modifications appropriate to the campaign world, for the structure of any Eastern imperial state model with a large, highly organized and regulated bureaucracy. THE EMPEROR Imperial Family Council of State (5 Chief Counselors*) Grand Secretariat (6) Grand Secretary (4) Assistant Grand Secretary (2) Foreign Office Ministries (6 major, several minor) Civil Appointees Board (appoints all Viceroy/Governor sub officials) [Lee Pu ] Revenues Board [Hu Pu ] Ceremonies Board [Li Pu ] War Board [Ping Pu ] Punishments Board (Criminal Justice, mainly officials and Board) [Hsing Pu ] Works (Imperial and Public) Board [Kung Pu ] The Censorate (government/official behavior; receives public petitions; oversight of criminal cases and death penalty) in conjunction with Punishments Board [Tu Ch’a Yuen ] President (2) Recorders (56 in 19 groups-18 provinces, 1 metropolitan) Board of Cassation (supervision of criminal law) in conjunction with Punishments Board [Ta-li sze ] College of Imperial Academists [Hanlin Yuen ] Chancellor (2) Scholars (c. 48) *Of the five Chief Counselors, two or more will have Extraordinary Abilities in Enchantment, Geourgy, Necrourgy, Psychogenic, Sorcery, and/or Theurgy.) The Country: Internal Provinces [18 Provinces in Medieval Imperial China] External Provinces [3 Provinces in Medieval Imperial Manchuria] Territorial Provinces [1 territorial province, Medieval Imperial Sin-kiang] Viceroys (8 governing 15 provinces; 1st, 2nd, or 3rd rank)-must petition emperor to remove sub-official (war and [salt] tax management) Province Governors (civil service) Treasurer Judge Intendants Prefects Sub-prefects District Magistrates Department Magistrate Governors (territorial; 7th rank)-must petition emperor to remove sub-official Lieutenant Governor

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Territorial Treasurer salt collector grain commissioner Territorial Judge Intendants (prefecture group) Prefects (subdivision of province) Sub-prefects (district group) District Magistrates (department group) Department Magistrate Badges of Mandarin Rank: (Kwan -rulers or magistrates: Mandarins in 9 degrees of rank, not rank in office) Rank: Badge affixed atop cap Emperor: pearl button 5th: quartz crystal (transparent) button 1st: coral (red) button 6th: opaque white shell (or stone) button 2nd: flowered coral (red) button 7th: gold button 3rd: transparent blue button 8th: gold button with flowers in relief 4th: lapis lazuli (opaque blue) button 9th: gold button with flowers engraved Awards of Rank: Yellow Jacket: The imperial award of merit; worn in/with regimental color for a military officer. Peacock Feather: A great imperial award of merit. Triple-eyed: For imperial family, great nobles, or signal military service. [San yen hwa-ling] Double-eyed: For dignitaries and officers. [Shwang yen hwa-ling ] Single eye: For service by any rank. [Tan yen hwa-ling ] Feather: A lesser imperial award of merit. Blue feather: For officials under 6th rank who have excelled on the battlefield. [Lan ling ] Crow’s feather: For the imperial guard rank and file. [Lao kwa ] Silver Plate of Merit: For any soldier. [Shang ] Mandarin Badges of Official Rank: Civilian Office Military Office 1st crane [Manchurian] (gold) unicorn (gold) 2nd golden pheasant fu lion (gold) 3rd peacock (jade) leopard (gold) 4th wild goose (silver) tiger (iron) 5th silver pheasant black bear (iron) 6th lesser egret (silver) giant or red panda (silver/cinnabar) 7th mandarin duck (silver) tiger-cat (wildcat) (silver) 8th quail (silver) seal (bronze) 9th long-tailed jay (silver) rhinoceros (ivory) Military Honors of Inheritable Nobility: Title Generations Passed Down 1st Kung: duke 26 2nd How: marquis 23 3rd Pih: count 20 4th Tsze: viscount 17 5th Nan: baron 14 6th K’ing ch’È Too-yu: baronet 11 7th K’e Too-yu: knight commander 7 8th Yun K’e-yu: knight 4 9th Ngan K’e-yu: esquire 1

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1st 2nd 3rd 4th 5th 6th 7th

Symbols of Academic Distinction: silver shoe 8th money 9th herb of immortality 10th tripod 11th banana leaf 12th yarrow 13th maple tree 14th

pictures (art) books cup of rhinoceros horn rhombus good luck clouds musical stone wishing pearls

Oriental Nomadic Imperial Government Organization THE KHA KHAN Imperial Family Great Shaman* Tarkhans* (Counselors and Imperial Princes) Khans (sovereign leaders of peoples/tribes) Shamans* Ilkhans (viceroys of internal territories) Khans (sovereign leaders of peoples/tribes) Shamans* Orkhons (governors of captured territories) Khans (sovereign leaders of peoples/tribes) Shamans* *In regards to tarkhans possibly, and always in regards to shamans, individuals with Extraordinary Abilities in Enchantment, Geourgy, Necrourgy, Psychogenic, Sorcery, and/or Theurgy. Note that a tarkhan is excused offenses meriting death up to 10 times.

Central Asian-Type Organization THE PADISHAH (or SULTAN) Imperial Family Grand Vizier* (steward) Defterdar (chamberlain)

Viziers** (other chief officers) Kaziaskar (chief judicial officer) atabegs (magistrates) Staraps or Beglerbegs (province governors) Bey or Dey (territorial governors) Pashas (commanders of frontier marches) shahs (sovereign leaders of peoples/vast tribes) amirs or emirs (multi-tribal leaders; equal to princes or dukes) ziamets (tribal leaders of large tribes/cities; equal to earls) timars (tribal leaders of tribes/cities; equal to viscounts) begs (tribal leaders of small tribes/towns; equal to barons) maliks (head of a clan/small community; equal to lords) *An individual with Extraordinary Ability in Theurgy. **One or more of these individuals likely with Extraordinary Abilities in Enchantment, Geourgy, Necrourgy, Psychogenic, and/or Sorcery.

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3. Other Independent Government Structures Independent and Free Cities All of the following material is based on the European medieval model, which, of course, is generally well suited to the creation and development of most fantasy world settings.

THE LORD MAYOR City Thaumaturge* City Chaplain** City Attorney City Council Council of Nobles Council of Burgesses Council of Aldermen (Council of Merchants and Bankers) (Council of Guild Masters) (Chief Cleric of the City) (Dean of the University) Magistrate Beadle Villa Master (all construction in the city, including walls) Engineer Inspector building inspectors weights and measure inspectors Gatekeeper Captain of the Guards Captain of the Watch Captain of the Militia Water Master Master of Sewers Sanitation Supervisor Master of Waterways City Clerk Tax Collector Register of Deeds Health and Safety Census Taker Notary The Populace Clergy Members (University Faculty and Students) Ordinary Citizens Non-Citizen Residents Non-Citizen Foreign Residents Visitors Illegal Residents (beggars, criminals, etc.) *The City Thaumaturge is the chief non-Theurgist appointed member of the government able to utilize Extraordinary Ability or Abilities such as Enchantment, Geourgy, Necrourgy, and/or Sorcery. **The City Chaplain is the chief Theurgist appointed member of the government able to utilize the Extraordinary Ability of Theurgy.

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Sovereign Orders of Knighthood THE GRAND MASTER Grand Council of Masters (all Masters of divisions of the Order) Spiritual Council (clerics/Theurgists) Temporal Council (nobles) Provost Marshal Chancellor Chaplain Knights Commander of the Order Knight of the Order Esquire of the Order Defender (mounted sergeant) of the Order Soldier of the Order (men-at-arms and other infantry) Follower of the Order (servants and menials) Masters of divisions (strongholds and lands) of the Order (Council of Knights Commander) Provost Marshal Chancellor Chaplain Knights Commander of the Order Knight of the Order Esquire of the Order Defender (mounted sergeant) of the Order Soldier of the Order (men-at-arms and other infantry) Follower of the Order (servants and menials)

Religious Strongholds THE ECCLESIASTICAL HEAD Prior (temporal matters) Dean (spiritual matters) Provost (defense) Proctor (health) Porter (protection) Monitor (deportment) Magister (educational matters) Recorder Librarian Instructors Prior: The office of the deputy of the head ecclesiastic, and the second ranking individual in the community, this position is always held by a religiously dedicated individual. The prior generally attends to the everyday functioning of the stronghold community and is one of the judges when the law of the group has been violated. Provost: The military and security chief of the community, with duties and responsibilities akin to that of a constable. Under this office are dedicated and lay members of the community who are skilled in the use of arms so as to defend the stronghold and its lands against attack. Some few of these individuals will have full-time duty in such regard, while the majority will otherwise perform other sorts of duties until needed. Porter: The chief of security in charge of the outer portion of the stronghold, its portals and the guarding of them and the walls. This officer reports to the Provost. The staff of this office will include martial community members whose full-time duties are to bear arms and protect the stronghold. Dean: The office in charge of the spiritual health of the community, and also seeing to its physical welfare. This office supervises all of the daily religious services as well as the agricultural activities, quartering, and feeding of the community. Under this office are numerous dedicated and lay brothers/sisters performing services of menial sort.

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Proctor: The assistant to the Dean charged with the oversight of the community in regards to its daily work activities and the health of its members. Monitor: The assistant to the Dean who observes the community residents and those on the lands of the stronghold to see that all is well spiritually and that the rules of the order are kept. Magister: The office of record keeping and the education and training of all members of the stronghold community and laity sent to it to learn. Recorder: The office of secretary who records and maintains the accounts of all notable matters that happen within the stronghold community. Librarian: The office in charge of the community’s store of writings, the creation and acquisition of copies of such works, and the acquisition of new ones. Instructors: The dedicated individuals who teach various religious and non-religious subjects to the community and to laity sent to learn therein.

The Community Members Dedicated Priests/Priestesses (Theurgists) Dedicated Warrior Brothers (knights akin to monks) Dedicated Brothers/Sisters (akin to monks or nuns) Lay Brothers/Sisters Other laity working in or employed by the community

APPENDIX B: Maps The following maps have been included for the ease of reference of the Lejend Master:

I. II. III. IV.

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World Map Ocean Currents map Eastern Hemisphere detail Map Westrn Hemisphere detail Map

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Editor’s Note: Wind currents are marked as large open arrows on this map. Ocean Currents are marked as single-line arrows on this map.

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93

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Index Adronian Sea: 15 Age of the Masters: 6 Ahlcholrak Island: 46 Amzon Islands (The): 39 Amzon Sea: 33 Anaapset Astrcation: 56 Anatis, Bay of: 35 Anatis: 39 Antarctic Ocean: 14 Antarctic Ocean: 32 Anti-Slavery Society: 50 Antileos, Kingdom of: 68 Antiope Island: 39 Apiatlok Island: 40 Apphir: 25 Arctic Sea: 16 Arctic Sea: 33 Ardath, Kingdom of: 53 Argentia Gulf: 35 Argovas, Kingdom of: 56 Arlond, Empire of: 69 Arolok Bay: 20 Artemis Island: 39 Artificers (Rogues) Fraternity: 50 Asgon League: 53 Assassins Guild: 50 Ataloa Island: 30 Atamasi Island:45 Atholclu, Empire of: 61 Auihrlu Bay: 35 Azurflam Sea: 34 Bahlaytai: 26 Bajibun Island: 30 Balihai Island: 42 Banir Wastes, the: 60 Barcalonia, Empire of: 69 Bartik Island: 45 Bashnaldai, Principality of: 68 Batubel Island: 40 Batubel Islands: 40 Belsakka, Empire of: 63 Belzamit, Principality of: 71 Boeibi: 29 Bolan Strait: 36 Bonavai: 30 Boneyard Island: 43 Brosten Gulf: 20 Brujin Island 28 Cahnohea Island: 27 Camchanya Island: 44 Camchiad Bay: 21 Cannibal Isles: 40

Centrenean Sea: 16 Ceptol: 40 Chaltoci Sound: 36 Cheprul, Bay of: 35 Chihocol, Empire of: 52 Chikota Island: 45 Chilblansk Bay: 21 Chinwu, Kingdom of: 58 Chisung Sea: 16 Chivalrous (Noble) Order: 50 Chund (The): 16 Cimbernia, Kingdom of: 54 Cimbernia: 41 Claw Bay: 21 Concatenation of Galagus and Sirine: 57 Contemporary Age, the: 12 Cromcastle Island: 44 Cronfin Passage:36 Culamon Channel:23 Cymea Island: 39 Daenaen Sea: 17 Dagon Bay: 21 Daijin Island: 28 Dazmun: 28 Delnus, Republic of: 70 Delratet Strait: 37 Denphal Sound: 24 Derinba: 40 Dilouho Island: 27 Djarenn Septarchy: 57 Donemtu, Empire of: 55 Dosjomba Bay: 23 Dovvi: 29 Dunshat Strait: 37 Durelian Sea: 17 Durlone, Kingdom of: 70 Egypt, Empire of: 55 Enchanters Guild: 50 Ennogok Island: 45 Entertainers (Minstrels) Guild:50 Eranago Island: 25 Eraxong, Kingdom of: 66 Eternal Wars, the: 6 Etgua Island: 41 Explorers Society: 50 Fairdin Bay: 21 Fandax Island: 47 Felzid, Kingdom of: 63 Five Giants (The): 41 Foriskoan, Bay of: 35 Fragmentation, the: 11 Furyuko Islands: 28 Galadus Island: 28 Galfrande Bay: 21 Gandhoud, Rajate of: 64 Gargarea Island: 39

Gauntlet of the Scorpion: 37 Gavaskeda Bay: 35 Geourges Society: 50 Ghondar Bay: 21 Ghortai, Kingdom of: 59 Gnird Bay: 21 Godak Bay: 21 Golden Passage: 37 Golden Sea: 17 Golthkulap Bay: 36 Gomil: 29 Gomoda Island: 30 Gonatauva Island: 31 Gonin Island: 28 Gordiola: 44 Gothonland, Kingdom of: 69 Great North Bay: 36 Gymeer (or Great Sweet) Sea: 17 Haido Island: 25 Hastratha Island: 25 Hastratha Strait: 24 Hastratha, Kingdom of: 64 Hazgar, Sea of: 19 Hazgar: 25 Hegemony of Atabarr: 56 Hejaros Bay: 36 Higa Tima Island: 28 Hochberg, League of: 71 Hohuahuatl Island: 46 Houia: 30 Houtalan, Empire of: 62 Huatlcutzi Passage: 37 Huatlcutzi: 42 Huatlcuzi, Kingdom of: 53 Hulok: 28 Huybraz: 39 Hynall, Kingdom of: 54 Hynall: 42 Hyppolita Island: 39 Iakinna Island: 27 Ibgoolinji, Principality of: 65 Idyl Isles (The): 42 Imiza Island: 47 Inbekqua Island: 46 Incutal Passage: 37 Inqual Strait: 37 Inticon Sea: 34 Inticon Sound: 36 Irojh Passage: 23 Irojh: 25 Irojhan Ocean: 15 Ishagon: 40 Isle Royal: 44 Itherland, Principality of:71

Jalash Bay: 21 Jalpac Strait: 37 Jarou:40 Jinru Island: 25 Jyaquo: 29 Jylay Islands: 29 Kahzyron, Kingdom of: 58 Kalharkri Thearchy: 59 Kalmotet Island: 42 Kamaja Strait: 38 Kamaja: 41 Kanahu, Principality of: 66 Karaporal, Kingdom of: 65 Karatok Island: 28 Karibal, Kingdom of: 62 Kartagus, Bay of: 20 Kartagus, Kingdom of: 56 Katrogua Island: 44 Kenotonka, Gulf of: 35 Keomia, Kingdom of: 70 Khazarian Sea: 18 Khemit, Sea of: 19 Khuaxdhu Bay: 36 Khunshu Island: 26 Khunshu, Kingdom of: 26, 58 Kildred Island: 44 Kossaly, Kingdom of: 70 Kozun, Kingdom of: 58 Krnoch Bay: 22 Ksarvina, Grand Duchy of: 71 Kung-po Strait: 23 Kungchin Bay: 22 Kypros, Kingdom of: 71 Kysubri Island: 26 Lanomola, Kingdom of: 69 Lantean Ocean: 15, 32 Latpovisk, Kingdom of: 69 Lavihina Islands: 30 Lebu: 29 Leith, Kingdom of: 52 Lelangi Island: 43 Lelangi Islands: 42 Lhurulk, Kingdom of: 67 Liangol Bay: 22 Lilopaca: 41 Lindelay Strait: 38 Lindelay, Kingdom of: 54 Lindelay: 43 Litruchav, Grand Duchy of: 68 Lomghat Channel:24 Lomitlu Island: 43 Loshar, Kingdom of: 56

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Index Lungbo Bay: 22 Lygylagu, Kingdom of: 67 Lyris, Empire of: 70 Macomix Island: 44 Magiti Island: 45 Magnific Ocean: 15, 33 Makresh Bay: 22 Malagar Strait: 24 Maleavati Island: 39 Mantankee, Kingdom of: 53 Marina Island: 39 Mariners (Sailors) Brotherhood:50 Matewari, Kingdom of: 64 Maylus Sea: 18 Maylus:25 Me’chi, Empire of: 58 Mercenaries (Soldiers) Brotherhood:50 Mespell Sea: 18 Mesphosia, Empire of: 70 Middle Seas:18 Mindmoro: 30 Minotag: 29 Miria, Sea of: 34 Miria: 39 Mirsylvanis, Kingdom of: 71 Morgaria and Rukinia, Dual Kingdom of: 69 Morkapore, Maharajate of: 63 Mubosis Bay:23 Muitatia Island: 31 Mulohay, Principality of: 56 Muxti Island: 45 Nachlarbu: 40 Nakunhl Bay: 22 Namikawa Island: 26 Nasvvoi:30 Necrourges Guild: 50 New Empires Age: 10 Nimuduk Plutarchy: 56 Nonoro Island: 31 Noppon Empire: 25 Noppon Empire: 58 Noppon Islands: 25 Noppon, Sea of: 19 Noppon: 25 Noqual Island: 43 Noshiboni Island: 45 Oaken: 43

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Oaxanji Island: 43 Olejan, Kingdom of: 71 Oleniss, Principality of: 53 Oltrana Bay: 22 Omtat Island: 43 Orakiv Island: 45 Oziruklan: 41 Panpac Passage: 38 Paradise Island: 42 Parahigi Island: 27 Paramountcy of Upenti: 56 Paritana, Kingdom of: 65 Patalegua, Empire of: 61 Paylero Islands: 30 Penthesilia Island: 39 Pernuwiro, Kingdom of: 65 Perquela, Kingdom of: 61 Phaphia Island: 39 Philosophers Association: 50 Polatzatl Island: 46 Popoloi Island: 27 Poquatzi Island: 45 Poriola, Grand Duchy of: 62 Pourindja, Empire of: 63 Pozumik Bay: 22 Puklipek: 40 Purdoa Bay: 22 Pygmy Islands (The): 43 Quilon Island: 45 Radakand, Kingdom of: 59 Rahmoud. Bay of: 20 Ralles, Kingdom of: 68 Ramestet, Kingdom of: 56 Rarigudy, Chiefdom of: 68 Rashati Sea: 18 Rautu, Empire of: 64 Rhansland Bight: 22 Rhomilian Empire: 70 Rhulu Strait: 24 Rhysa Ai, Kingdom of: 67 Rimbaini Island: 31 Roragat Island: 43 Rotomoa Island: 31 Runnagaata Island: 27 Ruskomon Bay: 23 Ryhulu Sea: 34 Rykoso: 26 Salawala: 29 Salient Island: 44 Saltivir Channel: 38 Savage Age, the: 9 Scimitar Island: 44 Seahorse Bay: 23 Sengjara Sea: 19 Senonqua, Kingdom of: 53

Shalmet, Duchy of: 70 Shangrila Island: 42 Shark Island: 44 Shuvu: 31 Sibo-tagi Island: 31 Sirine Island: 31 Sisida Island: 46 Slavers League: 50 Smarogen, Gulf of: 20 Smyrnea Island: 39 Somacho Island: 45 Sorcerers Guild: 50 Sordonsk, Pricipality of: 71 Soshupdhu, Empire of: 65 Sovereign Order of the Tenoric Knights of Voderjark: 70 Spice Islands, the: 26 Sting Passage:38 Strait of Gebraltak: 24 Strait of Osiris: 24 Strait of Ralus: 24 Straits of Coral: 24 Sturgezupan, Kingdom of: 62 Suakar Bay: 23 Syjanala Islands: 45 Sylooska Bay:36 Tabbari Island: 31 Tambog Island: 44 Tangeg, Bay of: 20 Tatilhue Island: 46 Tavatay Island: 43 Tealankha Island: 26 Tealankha, Maharajate of: 63 Tegula Island: 46 Temare, Archduchy of: 70 Temura Sea: 19 Temura: 26 Teotlcan Passage: 38 Tepitkalk, Kingdom of: 68 Tequil, Kingdom of: 66 Thieves Guild: 50 Time of Vainglory: 7 Toctoclak Island: 46 Toltola: 30 Tomingha Bay: 23 Toratum, Great Kingdom of: 59 Tozepca, Kingdom of: 52 Tozpoc: 41 Trorit Island: 47 Tse-Tsaa Island: 27 Tsoro Island: 28 Tuabosot, Kingdom of: 55 Tuluclan, Kingdom of: 53

Turra-lat Island: 29 Tusogi Island: 25 Tygeoumi, Principality of: 71 Tzung, Kingdom of: 58 Udono, Bay of: 20 Undria, Principality of: 54 Undria: 46 Upuat Bay: 23 Uringlu, Kingdom of: 71 Vagavig: 29 Valtal Island: 46 Vantai-Nanchi, Kingdom of: 59 Vanuvar: 40 Varan, Gulf of: 20 Varan: 26 Varozaval, Kingdom of: 62 Veils, Bay of: 20 Vela Tavi Island: 31 Vokanin Bay: 23 Voquatl Islands: 46 Vorokad, Kingdom of: 68 Voscipposh Island: 47 Voscipposh Islands: 47 Walatela Bay: 36 Walosha, Kingdom of: 54 Waukishgo, Kingdom of: 66 Winewega Sodality: 53 Winwing: 29 Woiloi Island: 31 Wu-Dzu, Duchy of: 65 Wydrapa: 40 Xabadu Island: 42 Xapacut Sea: 34 Xapan Strait: 38 Xapan: 42 Xaro-qual, Kingdom of: 61 Xomac Island: 47 Yequa-Yolqul Island: 43 Yolala Island: 46 Yomara Island: 26 Yoraden Island: 28 Zajhadi Conflux: 60 Zamurshan, Kingdom of: 58 Zataco, Gulf of: 35 Zeip Bay: 23 Zolpakhet, Principality of: 62

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