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Countries

 

Included below is general information on the countries of Aldernon. More detailed information is included in the links on each country's name; however, this information is not available for player knowledge without ranks in Knowledge (geography, politics and/or history) or Profession (cartography).

Aldernon

 

Name of Country: Aldernon

Type of Government: Feudality

Name of Ruler: His Majesty, His Highness, The King of Aldernon

Capital­: Aldernon

Other Major Cities­: Dune, Stygos

Population: 80,000

Demihumans: Gnomes (6500), Sylvan elves (5000), Grey elves (2000), Dwarves (3500), Halflings (7500)

Humanoids: Some, mostly in hills and mountains

Resources: foodstuffs, lumber, tin, lead, turquoise

 

Aldernon is one of the oldest countries of Gondere. The Mitre Wood and the Lustred Hills border it on the north. On the east, the Hartsthorne and the Lustred Hills border it. To the south, it is bordered by the Raistrick Highlands, and on the west, the Mauth Sea borders it. The Mitre Wood is home to many unwholesome monsters which prey on the unwary. The wood is so named for its abundance of mitre trees, which are an excellent source of lumber, resins and perfumes; mitrewood is also useful in the construction of certain magical items. The Lustred Hills are home to the dwarves and gnomes of Aldernon. The turquoise mines of Aldernon are run by the dwarves. The Lustred Hills are actually a misnomer; tin and lead occur so heavily in these hills that the stones lack any luster at all. The name given to these hills is a private joke among the dwarven clans, which has become common parlance. The southern Hartsthorne is claimed by Aldernon, but no attempts have been made to secure it.

 

The Hartsthorne is home to many monsters, most notably the green wyrm Schrendeth. Schrendeth is believed to be a favored of the Serpentlord, so all are loathe to slay him and entice a god’s wrath. Schrendeth is known to have a mate and at least two children in the wood. Schrendeth is rumored to mate with any female creature he wishes, leading to wild stories of half-breed monsters roaming the wood, such as half-dragon, half-wild boars. The center of the Hartsthorne is home to the mystical city of Mythannorre.

 

Lastly, the Raistrick Highlands are home to the halflings of Aldernon. These people are chiefly farmers and the highlands have rich soils, good rainfall, and a moderate climate. However, an evil legend clings to this area; legend says these highlands are the spot where the Drowlord was banished from the realms. Elves recount the bloodwars which resulted in the separation of the surface and subterranean elves. The race now known as drow summoned their Lord into to the surface lands before retreating below. The rampaging god was destroying all the lands until a conclave of both good and evil convened to contain him. Through the construction of an artifact, the Drowlord was banished to a prison pocket plane. The artifact was broken into its component parts and scattered, so it could not be used to reopen the door and release him. The drow seek these pieces even today.

Astarios
Name of Country: Astarios
Type of Government: Hierarchy
Name of Ruler: Lendore, His Holy Eminence of Rhoden
Capital: Rel Paige
Other Major Cities: Candlethorne, Eyepoint
Population: 35,000
Demihumans: Sylvan Elves (2000), Gnomes (1500)
Humanoids: Few
Resources: Lumber, Seatrade, Emeralds

 

The country of Astarios is among the wealthiest of all the countries in Gondere. Its current ruler is ageless, supposedly drawing on divine power to continue to oppose the tyrannies of Nyorg and Thryn beyond mortal years. Despite its small population, its major seaports and emerald mines make it as prosperous as a country ten times its size. Eyepoint, Candlethorne, and Rel Paige are three major seaport cities in the east, and a plethora of smaller port towns exist below the attention of most cartographers. This traffic of wealth leads to a great deal of piracy against which the Astarian Navy wages steady war.
 
Astarios is bordered on the north and east by the Cadmae Ocean. All of the Sard east of the Myrmidon is claimed by Astarios, yet the whole of the Sard frequently remains a neutral zone for elven interests outside of the human politics of Astarios and Endore. On the west, the Alasnum Hills lie divided by the Myrmidon River. The Alasnums are reputed to produce the finest emeralds in all of Gondere. Astarios claims the lands east of the river but mines areas within lands claimed also by Endore. This middle ground forms an inconstant border as Endoran and Astarian factions vie for the mineral wealth of the hills. A more truthful geography is that the hills belong to the gnomes. Alasnum gnomes are sought after for their gem cutting skills both in these countries and abroad. The southern border of Astarios is understood to be the city of Candlethorne whereupon the lands of Rhadamantha begin.
 
The Bantha Marshes are home to all manner of ill creatures. Bandits and pirates reportedly make use of the marshes to hide pirated merchandise, and a temple of the Serpentlord is supposed to exist deep within its confines. Isolated by the Bantha Marshes, Eyepoint remains a port city of Astarios, yet it deals in slaves and other trade contraband besides its legitimate trade and rice crops.
Baraki

 

Name of Country: Baraki

Type of Government: None

Name of Ruler: None

Capital: None

Other Major Cities: Cardonum, Chamomile­

Population: 60,000

Demihumans: Uldra (7500), Dwarves (5000)

Humanoids: Numerous 

Resources: Lumber, furs, whiskeys, copper, iron, lead, gold, opals, carnelian

 

Baraki has no formal government; it its people are chiefly nomadic.  The walled towns in the region are each a separate entity.  Most tribes of humans and humanoids roam the plains of Baraki.  The borders of Baraki are almost completely defined by water.  The north is bordered by the Syblan River where it enters Epergn’s Peaks.  To the west, the Zarathustra Ocean and the Sardhorns separate Baraki from the Brazendunes.  The southern border is the Eblintide River; the eastern border is the Sea of Wyrms.

 

The Uldra of the Amaurote Forest make their living by fermenting tundral plant juices into the liquor known as Uldran Mead; the manufacturing process is a family secret, and it fetches quite a high price at other port towns.  The Amaurote is home to many other cold loving creatures as well, especially in the foothills of Epergn's Peaks.

  

Chamomile is the only permanent human settlement and serves as a seaport town.  Lumber and whiskey are produced and taken down the Pasquinade to Loen.  Other supplies are ferried up the waterway from Loen.  The dwarven city of Cardonum serves as a refining center for the mineral wealth that is mined from the Figyreheads.  Cardonum is a fortress city, carved from the very hillside on which it rests.  The large numbers of humanoids that dwell in the Figyreheads make this a necessity. To dwarves, Cardonum is also known as the Carnelian Citadel.

 

The Tribes of Baraki are barbaric in the eyes of Gondere.  Their disorganization keeps them from being a threat to Vyrm or Sidara.  There are, however, recorded histories of tribes banding together into ravaging hoards. The last known incident was the Bloodbath Wars some two and a half centuries ago where twelve human tribes united against seven tribes of orcs and goblins.

Cepra

Name of Country: Cepra

Type of Government: Syndicracy

Name of Rulers: Merchant's Council

Capital: Windermier

Other Major Cities: Merchand, Tamara, Oblesk

Population: 40,000Demihumans­: Halflings (5000)

Humanoids: Few

Resources: Seatrade, Cloth, Foodstuffs, Spices

 

The lands of Cepra were once a part of Thryn. They gained independence as a result of the ongoing war between Thryn and Ptalif. The merchants of Windermier took advantage of Thryn's internal weaknesses after the disappearance of Nyorg from 506-612CY and declared independence in 867CY. By the time Nyorg had reappeared and resolidified his hold over Thyrn, Cepra had gathered a mercenary army that could repel Thryn's tired forces. Cepra retains her independence despite Thryn's efforts to regain her. This will likely remain the case; as long as Thyrn fights against Ptalif, her armies cannot defeat Cepran forces.

 

Cepra is bordered on the north by the Sea of Wyrms and on the east by the Mauth Sea. To the west, Cepra extends beyond Merchand. The southern border is the edge of the Belvawn. Cepra is a nation which survives on trade. The ports cities of Windermier, Merchand, Oblesk, and Tamara offer goods of all types and attracts traders from throughout Aldernon. It is said that all things can be purchased in Windermier if the buyer knows but where to look. The cloth merchant's guild is in particular demand for its production of Cepracloth, hence the name of the nation. Cepracloth is light and soft, yet provides ample protection from all but the most extreme weather conditions. Cepracloth dyes easily and is color-fast. Merchant families of Cepra have specialized in the formulation of specific colors and take the color as their family names. These secret dye formulae are family treasures.

Cylvar

Name of Country: Cylvar

Type of Government: Monarchy

Name of Ruler: Her Royal Majesty, The Viscountess of Cylvar

Capital: Cyndel

Other Major Cities: Havenport, Saffron

Population: 55,000

Demihumans: Gnomes (4500), High Elves (8500), Sylvan Elves (4000), Grey Elves (1000)

Humanoids: Some

Resources: Timber, Seatrade, Foodstuffs, Iron, Copper, Silver, Mithril, Turquoise, Jade

 

The Kingdom of Cylvar is the sister of Eystel, ruled by the second in the house of Eystel. Both are of elvish origin, and both retain elven rulers even though the elves there dwindle in number. In Cylvar, elf and man are considered brothers. The mines of Raistrick produce traces of mithril and high quality silver. The elves use these ores to make elven chain. The location of these mines is kept secret because of their high value. The gnomes make their homes in these highlands and mine gems. Some of these mineshafts extend all the way into the underworld.

 

The Aestethkin Wars, which translate to Brotherwars in elven, were fought on the plains of Cylvar, and it was here that the dark elves were defeated and banished below the surface of the earth. The dark elven magi united their power, and as the remainder of the dark armies disappeared, the demon lord Raistrick was released to wreak havoc in the lands. Raistrick was bound by faerie magic and sent, howling curses, back to the Abyss. There is rumored to be an artifact in the highlands preventing his return to this plane.

 

Cylvar is bordered on the north by the Raistrick Highlands and the Hartsthorne. Aldernon and Cylvar are on good terms and the borders, although ambiguous, are not disputed. The Elendyll River maintains an eastern boundary, and the Mauth Sea closes the remaining borders. The Malg Swamp, albeit small, produces all manner of horrible monsters; it is generally avoided except by the traders who use the Elendyll as a trade route, and these caravans are heavily guarded. According to legend, Raistrick poisoned the Elendyll where the Malg now exists to destroy the elven peoples; though he was later banished, the swamp remains as a token of his influence. The Withewood is composed mainly of Withe trees. Withe trees are small, yet extremely flexible. Withewood bows are the best in the lands, so the forest is protected against overharvesting by elves, druids, and treants. The Serpen Bog is formed as the Elendyll drains into the lowlands before reaching the sea. It contains all manner of snakes, hence its name. Several mist dragons make their homes there, protecting the bog from nature destroyers. It is not an inherently evil place, but the venomous things living there make it a place of caution.

Endore

Name of Country: Endore

 

Type of Government: Magocracy

Name of Rulers: Pentamagistrate Council

Capital: Zeldon

Other Major Cities: None

Population: 15,000

Demihumans: Grey Elves (1500), Gnomes (1000)

Humanoids: Some

Resources: Spices, Foodstuffs, Silver, Copper, Aquamarine, Topaz, Bloodstone, Emerald

 

The Realms of Endore were founded by the archmage Endore some seventeen centuries ago. After finding a placer mine of silver and emeralds in the Alasnum Hills, he decided to settle the surrounding land. He drove the barbarians of Stygios back beyond the Echo Rift and claimed the land. The capital city of Zeldon was named for his son, built upon the ruins of a city left behind by the barbarians. Since his death, the rulership of Endore has passed to the Pentamagistrate Council. By charter, this governing body consists three human representatives of good, neutral, and evil magic, elven and gnomish representatives. These five mages govern atop an established bureaucracy. Zeldon continued his father’s legacy, building the capital into a major city and establishing a guild now known as the Maelstrom.

 

On the north, Endore is bordered by the Cadmae Ocean and the Myrmidon River. The Myrmidon splits the Alasnums; Endore presently claims two-thirds of the hills, Astarios the remainder east of the river. In truth, neither country encroaches heavily on the demihumans in the region. Endore is bordered on the west by the Gulf of Lyond. Zeldon has enjoyed the profits of increased trade as a result of the proximity of Silvershard. The southern border goes as far as the Echo Rift and the Sard Forest. The Myrmidon, again, serves as a map boundary dividing the land between Endore and Astarios. The Sard is home to the majority of the elven population in the region and is largely autonomous from human rule. All regions bordering the Cadmae have been plagued by increasing piracy over the last few decades. Rumors connect these pirates to the worship of the Drowned Lord and an evil cabal of sorcerers.

Eystel

Name of Country: Eystel

Type of Government: Monarchy

Name of Ruler: Her Royal Majesty, The Silverstar of Gondere

Capital: Phael

Other Major Cities: Hartwick

Population: 45,000

Demihumans: Sylvan Elves (1000), High Elves (5500), Grey Elves (1000), Valley Elves (1000), Gnomes (2500), Dwarves (3500), Halflings (2500)

Humanoids: Many in the Meldrums

Resources: Foodstuffs, Timber, Platinum, Copper, Iron, Gold, Jet, Diamond

 

The Realms of Eystel and Cylvar have been in existence for as long as history has been recorded by the elves. Though Eystel is a monarchy, her lifestyle does not reflect it. The people are free to do as they please unless called upon by the elven council. The council meets regularly in Phael, like a congress, to decide state policy, while their queen remains a figurehead. The elves of the Withewood make a living from the forest, carefully harvesting the trees for use as bows; withewood bows command a high price in all foreign markets if they can be found at all. Eystel’s economy stems primarily from its rich ore and gem mines in the Meldrums. Unlike most capitals, Phael is nestled in the hills instead of on a waterfront. She is a veritable fortress, built atop the highest hill of the Aucoc Ridge, the Aenspire. She is protected by height and by walls of stone that discourage even the most determined of giants. Aenspire was built by the mountain dwarves in exchange for some mineral rights in the Meldrums. The diamond mines of the Meldrum Clan produce high quality stones. The Meldrums would be more extensively mined if it were not for the presence of large numbers of giants in these mountains. The northern boundary of Eystel is the southernmost hills of Paraselsus. The Meldrums mark the eastern boundary, and the Elendyll marks the western boundary. The southern boundary of the kingdom is, of course, the Bay of Eystel.

Hethaemiir Empire

 

Name of Country: The Hethaemiir Empire

Type of Government: Dictatorship

Name of Ruler: His Supreme Sovereign, Emperor Hethcanter

Capital: Oragorn's Vaunt

Other Major Cities: Purlphial, New Dunnam, Crawnwell, Mistral

Population: 150,000

Demihumans: Uldra (5000), Dwarves (10,000), Gnomes (5000)

Humanoids­: Many

Resources: Timber, Foodstuffs, Seatrade, Gold, Platinum, Iron, Copper, Jade, Amethyst, Ruby, Alexandrite

 

The Hethaemiir Empire was literally carved from the countryside by the self-styled warrior Lord Oragorn. Lord Oragorn invaded this land of barbarian tribes some thousand years ago, civilizing and colonizing it. Today, the Empire holds vast amounts of land and subjects. The capital city of Oragorn’s Vaunt is completely landlocked, surviving at the intersection of two major trade routes. The Empire claims all land as far south as the Cloudtalons, as far west as the Purlwood, and as far east as the Parizade River. The port city of Purlphial was claimed by the Empire until its succession in 1031CY. Purphial exports purlwood lumber and furniture for use throughout the realms. Purlwood is known for the black, rippling patterns in the finished wood; it commands high prices in foreign markets. The Empire would profit from the recapture of its lost city and revenue.

Jambliss

Name of Country: Jambliss

Type of Government: Dictatorship

Name of Ruler: Her Serene Majesty, The Lady Yolanda

Capital­: Ashorn

Other Major Cities: Otterdam

Population: 100,000

Demihumans: Gnomes (5500), Dwarves (3000), Sylvan Elves (5500), Halflings (6000)

Humanoids: Many in the Meldrums

Resources: Foodstuffs, Lumber, Spices, Silver, Lead, Copper, Tin, Jade, Knowledge

 

The Kingdom of Jambliss is a peaceful country having little to do with anything outside its borders. The capital of Ashorn is a center for those seeking knowledge. Sages from all around Gondere travel to Ashorn for the Moon Festival where they share the latest discoveries in their respective fields. Also, in Ashorn is the Great Library, reputed to contain works from every wizard, cleric, or sage who ever lived. The information held in the Great Library is a tremendous asset, perused by adventurers, heads of state, and even outsiders. The protective spells around Ashorn are the most potent known.

 

Millennia ago, when the Aestethkin Wars were fought, the sages feared that the Drowlord would attempt to destroy the Library because of the elven records stored there. Most of the spellcasters of the land united their magics in an attempt to protect Ashorn from destruction. The results were a series of wards protecting the city from everything short of the divine wrath of an entire pantheon. The wards have weakened over the centuries but still are strong enough to hold armies at bay. In Ashorn, any are welcome to use the Library and its contents for the price of admission; this includes all alignments and races (even drow). In the Library, all differences are put aside for the sake of learning. The destruction or theft of books is punishable by death; many thieves have died attempting to steal books from the Library.

 

The remainder of Jambliss is agricultural, with the exceptions of Otterdam and the Meldrum mines. Otterdam refines the ores mined in the Meldrums and exports spices and lumber. The D'Irsay Uplands are home to the gnomes and halflings of Jambliss, and the Meldrums produce the ores that keep the dwarven population mining. The Shardlore is home to the elves of Jambliss. The boundaries of Jambliss are the Syrensong on the north, the bay of Eystel on the west, the Cadmae Ocean on the east, and Great Barrier on the south.

Loen

Name of Country: Independent City of Loen, “The Jewel Of The Pasquinade”

Type of Government: Democracy

Name of Ruler: Pairthin, Mayor and Brewmaster of Loen

Capital: Loen

Other Major Cities: None

Population: 10,000

Demihumans: Uldra (7,500)

Humanoids: None

Resources: Lumber, Uldran Meade

 

The city of Loen became independent through conflict between Vyrm and Baraki. Loen was formerly a part of Vyrm but declared itself independent during an extended skirmish between Vyrm’s armies and a gathered hoard of multiple Baraki tribes. The weakened armies of Vyrm were in no condition to refute Loen's claim. Since then, Loen has become much larger and wealthier. Though Vyrm would like to regain the "Jewel of the Pasquinade", she is unable to because of the difficulties of moving a large force through the denseness of the Amaurote as well as political pressures.

 

The nomadic tribes of Baraki pose no serious threat to Loen. Loen retains her independence from Vyrm through a shrewd agreement between Loen and Chamomile. Loen ships all of her Uldran Mead by means of the port of Chamomile. In return, Chamomile will provide aid against any invasion from Vyrm; the availability of both cities by water equates to rapid reinforcements. Thus, Loen remains safe from the struggles of the mother which would otherwise reabsorb her. The majority of the population of Loen is Uldran. These people have turned Loen into a manufacturing center for Uldran Mead. The lumber business is chiefly for the production of barrels.

Marinose Islands

Name of Country: The Isles of Marinose

Type of Government: Hierarchy

Name of Ruler: The Archdruid of Marinose

Capital: Manordale

Other Major Cities: None

Population: 30,000

Demihumans: Dwarves (4500), Halflings (3000)

Humanoids: Some

Resources: Spices, Foodstuffs, Iron, Jade, Onyx

 

The Isles of Marinose are located in the Mauth Sea. The warm southern currents keep the islands warm regardless of the prevailing weather. Because of this, much of Marinose is devoted to raising of fruits and vegetables crops for foreign cities year round. The halflings of Marinose own most of the orchards and fields and are renowned for their farming abilities. Marinose hosts many of the active volcanoes of Aldernon. Although the volcanic ash keep the fields fertile, they sometimes erupt and ruin miles of crops. The Adumbrates also contain veins of very pure iron. A clan of dwarves came to these mountains some seven hundred years ago and settled. According to the Fireanvil Clan, the iron of the Adumbrates is the purest and strongest in all of Aldernon. These dwarves claim that Dumathoin has gave them this vein and mixed mithral into it to make the metal hard and good. Further, the Fireanvil Clans are Dumathoin's chosen people; he has made all their beards red to show their fiery love for the metals he gives them. Indeed, all Fireanvils do possess redbeards, an unusual characteristic among dwarves. The Fireanvil Clan actually uses the lava in the smelting and refining process. The isles are administered by the druids of Marinose. The Archdruid keeps the halflings happy by aiding them with their crops and keeps the dwarves happy by warning them of active and inactive volcanic periods. The land is a happy one, even the dwarves here are less dour than elsewhere. The islands provide the perfect climate for any who wish to lounge in its mild climate, especially the rich and elderly. The islands are famous for the Great Hunt, an annual treasure hunt held annually from 21 Libre to 21 Guald CY. The druids assemble a rich cache of magical prizes as well as a list of impossible clues of tasks to perform and items to retrieve. Adventuring parties are selected to participate and have one month to scour the world before returning. The Great Hunt brings in both tourists to watch and bet on the outcome as well as adventurers to spend money in the local economies.

Mistyveil

Name of Country: Mistyveil

Type of Government: Matriarchy

Name of Ruler: Unknown

Capital: Mistadel

Other Major Cities: None

Population: Unknown

Demihumans: Unknown

Humanoids: Some

Resources: Timber, Foodstuffs, Silver, Mithril, Ruby, Opals

 

The mysterious community of Mistyveil has been a source of folktales and fireside lore for many years. Nestled in the Meldrum Mountains, Mistyveil maintains an isolated existence for as long as humankind has recorded history. Over 90% of Mistyveil is believed to be elvish. Humans are viewed with suspicion. While humankind is not excluded from Mistyveil, they are discouraged by the peoples there. The only welcomed humans are rangers, druids and other proven friends of the Veil. Mistyveil is so named because of the many hot springs and geysers filling the wood with a continual low hanging fog. Visibility in Mistyveil is severely limited. Its inhabitants have learned to rely on senses other than sight. Paths into the area are designed to confuse and make it nigh impossible for strangers to penetrate the Veil; enchantments further befuddle the minds and senses of intruders. Divination magic is useless within Mistveil, as the very mists seem to dampen divinatory spells. Little is known about Mistyveil because those who are welcome there are loathe to disclose information to outsiders. Tales of Mistyveil tell of mines overflowing with gems, mithril and silver. The gems and metals which are sometimes traded from Mistyveil are of excellent quality and seem to substantiate these rumors. Mistyveil is governed by a body known as the Witches of Rastaman. It has been speculated that the Witch Queen of Gondere herself rules from Mistyveil.

 

Mythannorre

 

Mythannorre is built over the ruins of an ancient elven city. It lay deserted until the arrival of an outsider wizard of considerable power named Angstrum. Angstrum has labored to make the city a pinnacle of magical knowledge and learning, and it attracts spellcasters from across the lands and beyond. All are welcome who can meet the price of entrance and follow the rules. The cost of entry to the great libraries of Mythannorre is the gift of a magical text to the library. Thus, the library continues to grow. The price of admission to the Mage’s Guild is even steeper, a spell unique to the guild library. Few non-spellcasters visit Mythannorre, so all manner of tales abound. The most prominent are that the city is ruled by a drow, protected by red dragon pets of the mages, and that the city can be found only during the day, disappearing into the night until the following dawn. The elves greatly resent this human intrusion and claim that the city is evil, and its leader magically sacrifices elves to maintain his youth.

Ptalif

Name of Country: Ptalif

Type of Government: Autocracy

Name of Ruler: Keractis, The Sultan of Ptalif

Capital: Quintess

Other Major Cities: Agatedale, Hyssop, Inskip

Population: 60,000

Demihumans: Gnomes (3000), Halflings (4500), Dwarves (2000), Sylvan Elves (6500), High Elves (3500)

Humanoids: Common in Drabkins, Some elsewhere

Resources: Lumber, Foodstuffs, Spices, Fishing, Lead, Diamonds, Garnets, Agates

 

The Ptalifan Empire is bordered on two sides by the Merleaun River and on the other two by the Mauth Sea. The Merleaun could be ten miles wide and still not enough of a boundary to satisfy either Ptalif or Thryn. Ptalif is always at war with Thyrn, though the military activity of the war at any time varies. The two powers have an uneasy truce which has lasted three years now. Reports of border skirmishes suggest this may soon be ending. Ptalif opposes the evil tyranny of Thryn, which would otherwise engulf all of Aldernon. Ptalif also offers assistance to Cepra against the mechanisms of Thryn. The Belvawn is home to the many elves of Ptalif. The elves keep a vigilant watch over the activities of Thryn, since the Belvawn is equally divided between the two countries while the elves show no allegiance to Thryn. Inskip is a major elvish community serving as a trading center for goods between Cepra and Ptalif. The Masque Uplands are home to many halflings and gnomes. These people are chiefly farmers, though some mining is done. Of note, are the quality agates mined near Agatedale. Though agates themselves are relatively semi-precious stones, in Agatedale they are produced in such abundance that they are used for local currency. The Jarndyce Hills produce excellent garnets and a fair number of diamonds. Yet for all the gem mines of Ptalif, her major industry is fishing. The Mauth provides a large assortment of sea fish, and Gresham Loch provides fresh water fish which are salted and shipped throughout Aldernon. However of late, the Gresham fisherman have been having troubles with creatures migrating from the Gresham Marshes. Giant pike, kopacinth, and lacedon have been attacking boats in increasingly larger numbers. Whether Thryn is behind these attacks is only speculated, but the inhabitants need little convincing.

Purlphial

Purlphial was formerly a city of the Hethaemiiran Empire; this far western city declared itself independent of the Empire in 1030CY. It was granted autonomy after a feeble attempt by the Empire to regain it in 1031CY. It is a major seaport and trading center.

Rhadamantha

Name of Country: Rhadamantha

Type of Government: Theocracy

Name of Rulers: The Holy Council

Capital: Arion's Well

Other Major Cities: Bardon, Bowellyn, Duntwist, Wyspear

Population: 90,000Demihumans: Sylvan Elves (2500), High Elves (3500), Gnomes (3500), Dwarves (4500), Halflings (2500)

Humanoids: Few near coast to many near Dobstar and Meldrums

Resources: Lumber, Foodstuffs, Fishing, Gold, Platinum, Iron, Copper, Diamond, Ruby, Jade

 

Rhadamantha is a major seat of clerical power in Aldernon. To the north, Rhadamantha claims the Sard to Bowellyn. To the east, Rhadamantha is borders by Cadmae Ocean. Her southern border is the Syrensong River and Duntwist, and her western border is the Meldrums. Rhadamantha is devoted to the worship of good and justice. Her Holy Council is composed of high ranking priests and paladins of Galen, Erden, Lomar, Healda, and Rahab. The current leader of the Holy Council is Contemplate Tarsakh. He has ruled in Rhadamantha for some seven centuries with no signs of growing any older. Arion's Well is a magnificent citadel built above the plains of Rhadamantha. It is rumored that the cleric Arion built the citadel here because of a magical spring. The palace now surrounds and guards this well; judging by Tarsakh's appearance it is certainly the fountain of youth. The Meldrums and Dobstar Hills contain extensive mineral wealth. However, for all they produce, more remains unmined or stolen by the giants and other foul creatures inhabiting the mountains. All the might of Rhadamantha cannot obliterate them, and the only protection the mountain cities possess against constant siege are high, sturdy walls and magic. Adventurers are admired in these regions for the strength of arms and magic they wield that repels giants. Thus, they are always welcomed. Admittedly, in return, all that lost gold and mineral wealth attracts adventurers. However, the government is quick to extract taxes for all treasure recovered. The extreme lawfulness of Rhadamanthan government leaves a bad taste with some, but the Holy Council is respected for doing what is fair and just.

Stoneforge

 

 

Name of Country: Stoneforge

Type of Government: Monarchy

Name of Ruler: King of the Mountain, Lord Uktar Ironbeard

Capital: None

Other Major Cities: Banor's Key, Derod's Lock

Population: 1000Demihumans: Dwarves (15,000)

Humanoids: Many

Resources: Canal, Weaponry, Gold, Platinum, Mithril, Adamantite, Iron, Emeralds, Sapphires

 

The dwarven kingdom of Stoneforge is entirely mountainous. It was founded approximately a thousand years ago, when the dwarven brothers Banor and Derod Ironbeard came upon the idea of building a canal to connect the Cadmae Ocean with the Sea of Wyrms. The canal and all of the elaborate loch systems which allow the water to build up and flow against the geography took over seven decades to build. The two brothers then built elaborate keeps at either end of the canal to control usage. The cities that arose around these keeps have become known as Derod's Lock and Banor's Key. Since that time, other dwarven clans have moved into the Cloudtalon Mountains to mine the rich mineral wealth that Derod and Banor further discovered while building the canal. The only pure vein of adamantite known in Aldernon is in these mountains. Needless to say, the brothers became wealthy and were crowned kings of the mountain. The Ironbeards have been hereditary rulers since this time, and their clan has prospered. At present, the kingdom of Stoneforge extends to the Syblan Springs in the west and Lake Pandarus in the east. Neither the Hethaemiir Empire nor Aldernon dispute these claims, because of the excellent minerals and weapons that are exported from Stoneforge. The only humans that are considered citizens of Stoneforge are smiths and gemcutters. Only humans with the greatest potential are admitted as apprentices, and those learning their trades in Stoneforge command a high price in the realms. The dwarves have reputedly tunneled extensively under the Cloudtalons, likely into the Underdark itself, but there are no substantiated reports to confirm this. The dwarves are very jealous and protective of their secrets.

 

Sidara

 

Name of Country: Sidara

Type of Government: Feodality

Name of Ruler: Prince Foquar

Capital: Stargam

Other Major Cities: Aer's Keep, Aven's Pillar, Nulkeep

Population: 40,000Demihumans: Halflings (4500), Gnomes (4500), Dwarves (2500)

Humanoids: Many

Resources: Foodstuffs, Copper, Opals, Topaz

 

The country of Sidara is bordered on the north by the Eblintide River and on the west by the Sardhorns. The south and east are bordered by the Sea of Wyrms. Sidara is a collection of loosely organized fiefs, which could not safely exist if it were not for her nomadic northern neighbor who cares little for invasion. Aven's Pillar is a center of the arts, learning, and knowledge. Aven was a bard who founded a college here long ago. Since then, a sage's college, the Archives, has been built as has the Sidaran School of Enchantment. These schools keep Sidara alive though the exorbitant fees they charge for training adventurers and by the wealth adventurers seek while in Sidara. The Sardhorns and the Brazendunes offer large amounts of legendary wealth to any brave, or foolish, enough to seek it. Eleint, the legendary city of gold is supposedly buried somewhere beneath the sands of the Brazendunes. It supposedly surfaces for three days every ten years and is an open adventuring ground as long as it remains above ground. When Eleint disappears, all within its walls go with it never to be seen again. The cloud castle of the enchantress Syllin supposedly floats above the Amalgam Mounds filled with magical treasures. The fabled lost city of Asnath lies buried somewhere in the Sardhorns; such was the wealth and skill of Asnath that its streets and roofs were carved from gems. These tales of magic and wonder attract many adventurers. Parting them from the gold they fought so hard to earn is a skill of the natives. The null phrase "Sidaran charity" has sprung from this land where even children have been taught to rake adventurers over the coals for any scrap of information.

Stygios

 

Name of Country: Stygios

Type of Government: Syndicracy

Name of Rulers: The Merchant Senate

Capital: Caesura

Other Major Cities: Castlewood

Population: 65,000Demihumans: Halflings (5500)

Humanoids: Some

Resources: Trade, Lumber, Foodstuffs, Spices

 

Stygios' borders are as ill defined as her lifestyle. On the north, the Parizade River and the Echo Rift form an unsteady boundary with Zunzabar and Endore. The west is defined by the Elendyll River and Hartsthorne. The east is bordered by the Sard Forest and the Paraselsus Hills; the south is defined as approximately 100 miles south of Caesura. Caesura is a trading center, probably the largest in Aldernon despite the fact that there is no seaport within several hundred miles. All caravan routes in Gondere eventually get to this glorious town where the knowledgeable can find any item for sale. The name Caesura literally means "a pause", and the large number of caravans has made this town also known as "The Town of A 1000 Inns." The town of Castlewood to the west serves as a lumbering center on the bounties of the Hartsthorne. Caesura is home to the mercenary organization called The Bladerunners, or The Brotherhood of Swords. The Bladerunners work as hireswords for caravans as well as bodyguards and any other situation requiring mercenary muscle. The Bladerunners have contacts in every city on the continent. Their communication network makes them an even more formidable force. There is growing concern among some against the Bladerunners; these individuals claim that the organization is the army of Macha and Nemain’s church and that it should not be allowed to grow unchecked.

 

From the history of Stygios, it is surprising that she developed into a trading center. The tribes of these plains were once feared as the fiercest barbarians in Gondere. After Endore became established, the tribes lost their wanderlust and were slowly civilized by the influx of settlers from Endore and by the gentle elves of Eystel. Once the idea of trading became established, all trends toward nomadicism ceased. Settlements became villages, then towns and finally cities. The Echo Rift is a geographical feature of special interest for those with adventure in mind. According to legend, Garrotongue slew the children of Rahab. Rahab hunted down the demon lord and challenged him on the plains of Stygios. Rahab defeated Garrotongue, but the demon clawed great rifts in the ground in its death throes. These rifts became the Echo Rift and home to all manner of evil creatures that came to life from the spilled blood of the demon lord. Further legend suggests that Garrotongue lives still and buried himself under the Rift after feigning death to Rahab. In recent years, a new rumor has begun that a dracolich lairs somewhere in the Rift. These stories, if nothing else, provide work for adventurers.

Thyrn

 

Name of Country: Thryn

Type of Government: Dictatorship

Name of Ruler: Nyorg the Bane of Aldernon

Capital: Thulnath

Other Major Cities: None

Population: 25,000

Demihumans: Drow (?5500), High Elves (1500), Dwarves (3500)

Humanoids: Many

Resources: Timber, Onyx, Amethyst, Gold

 

The evils of Thryn are well known throughout all of Aldernon. They are the stuff of nightmares and tales used to frighten children. The Skullbearers, a coven of evil wizards, use Thulnath as their base. They are led by the lich Nyorg, perhaps the most powerful lich in the Realms. The Deathspider Assassins Guild also makes its home in Thulnath. Thryn is filled with outcasts from other countries and the most evil creatures that each has to offer. What some consider monsters roam the streets of Thulnath freely. Ptalif is the sworn enemy of Thryn; the two have been at war for centuries. Ptalif's vigilance and Cepra’s border armies have controlled the spread of evil for over a hundred years, but the Skullbearers are always planning some new scheme to dominate Aldernon. Little is known of the interior of Thryn, because few go there willingly. Most merchants must be bribed heavily to port in Thulnath. The Cinderfurnaces are reputed the result of a past war between Thryn and Astarios. Supposedly, Nyorg and Lendore did battle over the area and left it devoid of all life. Nyorg was thought destroyed, but he reappeared roughly eighty years later. The present ruler of Astarios is a descendant of Lendore. That royal house is hated almost as much as Ptalif's. Beware the Skullbearers, their agents, and Thryn. Some brave souls have sworn their lives to abolishing the tyranny of Nyorg, and work inside the borders of Thyrn, but they survive in secrecy as evil does in most of the civilized world.

Vyrm

 

Name of Country: Vyrm

Type of Government: Monarchy

Name of Ruler: Alturak the Wise

Capital: Tullex

Other Major Cities: Saldquill

Population: 25,000

Demihumans: Uldra (2500), Dwarves (3500)

Humanoids: Many

Resources: Lumber, Foodstuffs, Iron, Tin, Copper, Platinum, Aquamarines

 

The country of Vyrm is bordered on the north by the Zarathustra Ocean and on the south by the Pasquinade. The west is an ill-defined boundary near the Syblan Springs. Vyrm is a nondescript country which leads a limited trade existence. Her ports are iced over for nearly half the year. The Epergyn’s offer mineral wealth, but are difficult to mine because of the short season when the ground is sufficiently thawed to mine. Regions of hot springs provide the warmth for settlements and mining camps. Saldquill is an interesting town because of the School of Magic there. Skymirror was founded over three hundred years ago when the barbarians roamed Vyrm freely. The archmage Saldquill taught the people the good magic can do when wielded properly. The colonization of Vyrm sprang from this, despite the adverse environment.Name of Country: Thryn

Zunzabar

 

 

Name of Country­: Zunzabar

Type of Government: Monarchy

Name of Ruler: Lyond

Capital: Silvershard

Other Major Cities: Moonpierce

Population: 15,000

Demihumans: Elves (200)

Humanoids: Rare

Resources: Trade, Foodstuffs, Spices

 

The peninsula of Zunzabar is a relatively new country in the World of Aldernon. The country was founded when the elven bard Lyond landed her ship there on a foggy night in 986CY. She thought that the peninsula would be an ideal place for a trade city and bard's college, and invested her time and adventuring fortune towards that goal. Silvershard is a city where craftsmen of all trades can find work building the city. Under the council of her chancellor, Ches, Lyond has begun to attract foreign merchants and caravans to the city. As a result, Silvershard and Zunzabar are experiencing an exponential growth spurt. The bard's college (Rhymdahl) is flourishing, as is the new sage’s college, the University of Lyond. The warm ocean currents moderate the climate on the peninsula, so many elderly sages have found this a comfortable “retirement” arrangement. Groundbreaking on the second city of Zunzabar, Moonpierce, began in 1023CY; it is experiencing rapid growth in size and trade. The growth of this new region has caused no problems to date with its neighbors; however, as Zunzabar's borders approach Stygios and the Hethaemiir Empire, political tensions are sure to grow.

 

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