[Campaign Setting][D&D3.5e]The Middle Kingdoms

A forum for discussing all roleplaying games, from Shadowrun to Bunnies and Burrows. For clarity, please state the name of the game you're discussing in the subject line.
Post Reply
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

[Campaign Setting][D&D3.5e]The Middle Kingdoms

Post by Serious Paul »

The Middle Kingdoms are ancient beyond mortal reckoning. For 10,000 years the Free Republic of Thorin has ruled with benevolence over the other mortal races. The long lived Dwarves banded together to help bring stability to the more violent, and shorter lived races. Combined with the races of Halflings, and Gnomes they built powerful engines of war, and conquered from the Afrus to the Wastelands, bringing harmony to the turbulence unleashed by the fallen kingdom of Avron, the great Elven empire that simply vanished into the woods. The great war machines were hidden deep beneath the great island kingdom of Thorin, and Dwarven, Halfling and Gnomish merchants helped the races of Men, Orcs and Elves find the stability that they had long lacked.

Skilled engineers, and strongly disciplined planners they established a peace in which farming, roads and industry replaced the uncertainty of the wilds. Great plantations no sprawl across Terros, Vro, and the Western Or'run. Gnomish engineers work on new and innovative methods of irrigation, and great water wheels to power to flat bottomed barges.

Firm and fair Dwarven law has brought the excesses of the Vro, and their religious zealotry in check, and keeps the Orc kingdom of Theilios from spiraling out of control. Dwarven knowledge, wisdom and strength keeps the Kingdoms free and safe. Long may the line of Kings rule!
Durin Bronzebeard, Counselor to the King
Last edited by Serious Paul on Mon Oct 28, 2013 4:01 pm, edited 2 times in total.
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

A History of the Republic

Post by Serious Paul »

No civilization can last as long as our own with out recognizing the collective weight of history. Although our people have existed, indeed thrived for what seems time immemorial we are, in fact, only about ten thousand years removed from the anarchy and chaos that drove the creation of our great Republic. As students of history it is your duty to delve deep, like our forefathers did into the very earth itself, not just because it is truth, but because in truth lies beauty.

Thelric Truthseeker, Scholar and Headmaster of the Freeman's Academy

For ten thousand years the Dwarven Republic has existed, it's people thriving, indeed excelled in every endeavor it has undertaken. Unlike some of the shorter lived races, and their propensity for violent, often chaotic change Dwarves have always been a reasonable people. Allying themselves with the Gnomes of Gnal'Bish, and the industrious Halflings of Terros the three central kingdoms in the Middle Kingdoms was able to establish stability, trade and prosperity for all. For ten millennia our people have labored, and today the Republic is as strong as it was on Founding Day!


The Free Republic of Thorin

10,000 years ago a great Dwarven king, Thorin the Honest, recognized that the Monarchy was in need of change. War, both economic and the real kind, was draining his coffers and his peoples-truly a saddening waste. It was Thorin who formed the Council of Peers, wise men from every field of study and called the Council Conclave in which our great Republic was founded. Although this work was arduous, and took years the great king persevered, and in the year 1092 the Free Republic was born.

Political Structure

To this day the Republic remains largely unchanged. Two kings rule, one elected by popular vote, the other hereditary descended directly from Thorin the Honest. Although the Kings are imbued with great powers, in the name of the people, they still must answer to the Council of Peers. Limited to five hundred members the Council is comprised of scholars, philosophers, leaders of great industries, warriors and commoners alike. Peers serve twenty year terms, and are selected by a combination of elections, quotas and recommendations from the Kings themselves. A full two hundred members of the Peers are comprised of non Dwarves-mostly Gnomes and Halflings-although with the recent election of three human Peers a decade ago the Council masterfully illustrates the beauty of the Republican system. Truly any individual motivated enough can become involved in the process.

The Current Kings are King Naden, a member of the great trading house Nadean (Who specialize in the production of river boats, and other vessels.), who was elected fifty years ago and his counter part King Rurik the Just, who has wisely ruled for three hundred years now. His eldest son, Prince Gleb-a riverboat Captain of no small repute-will succeed his father upon his death, continuing an unbroken dynasty that has lasted for 10,000 years.

Economics

The Republic relies heavily upon the river boat trade it so deftly controls. Dwarven ships plow the waters of countless rivers bearing goods of all sorts, often facing dire weather, grave danger and more to deliver the goods our Republic relies upon. Rice from Or'run, Wheat and Barley from Terros, machinery from Gnal'Bish, meat from Norn, art and cloth from Theilios, fruits and cheeses from Vro, lumber and stone from Beign, wines from Avron, and of course who would leave out the vast assortment of precious gems and gold that the Afrus seem to have in endless supply! Indeed anything can be found in the grand bazaars of the Republic, from anywhere.

The Republic currency is strong and widely circulated due to it's stability and of course it's sheer beauty. The basic unit of currency in Middle Kingdoms is the Golden Hammer, a finely crafted golden coin embossed with the Hammer of Thorin the just on one side, and the All Father's Mountain on the other side. The Silver Talon, the Copper Cog, and the rare and widely sought after Platinum Crown make Dwarven currency one of the most functional and easiest to use.

Military Might and Foreign Relations

The Republican Guards is an all volunteer force, that is capable of projecting the Republic's might far beyond it's borders if needed to protect the peoples interests. Currently the Republic maintains garrisons in eight of the nine kingdoms, and an expeditionary force in the Afrus. (The Ork free state of Theilios does not maintain a garrison, but does allow Republican ships to dock and berth in their ports, as needed.)

The guard is divided into four internal components: the impressive Navy, expeditionary forces-which are often stationed in the other Kingdoms to help maintain stability, the Heartland Guard-who operate as a national law enforcement and tax collection agency, as well protecting the Kings, and the Peers, and finally the terrifying and dread inspiring Hammer Sworn, wielders of fearsome magics and Gnomish technologies.

The Republican Navy is massive, operating literally thousands of vessels ranging in size from small skiff's to war frigates, to the ever impressive Dreadnoughts! Dwarven sailors have plied the Middle Kingdoms waters for ten thousand plus years, so it is little wonder that they are amongst the best skilled and proudest freemen. Most volunteers serve for ten, twenty or thirty years, although a significant portion of the Navy's core personnel serve for a lifetime. Pay is excellent, and the work is demanding which means the Navy attracts the best and brightest.

The Expeditionary Forces that help maintain stability outside the Heartland truly have a difficult job: projecting the Republic's power, thereby protecting it's interests, but also as cultural representatives it is their duty to bring Dwarven culture to the rest of the Middle Kingdoms. Currently the largest expeditionary Force is stationed in the beleaguered land of Norn, aiding the besieged King, Othos. Smaller forces operate in Beign, aiding in the defense of the realm by hunting wild Orcs and other creatures. Three Expeditionary Forces are currently operating in The Afrus.

The Heartland Guard is a well organized force of sheriff's and tax collectors who serve the Republic, enforcing the Code, the body of law that governs all citizens and tax payers, as well as nonresidents of the Republic, and of course collecting taxes.

The Hammer Sworn are the Kings personal force, and they serve at their whim and desire, in all areas in which the Crown has an interest.
Last edited by Serious Paul on Mon Oct 28, 2013 3:38 pm, edited 1 time in total.
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

Terros: Land of comfort and ease.

Post by Serious Paul »

Pull up a chair laddie, and sit a spell. There now, that's better now isn't it? Yar, have a hit off me pipe if you'd like, for today is a day to relax me bucko.

Arlo Rootfoot, farmer and land owner.
Terros is truly the promised land. The Sun shines brightly across the fields, as the bees buzz from flower to flower. In the fields and orchards the slaves labor, while the land owners survey all that is theirs. Few parts of the Middle Kingdoms are as truly as blessed as those of Terros. Orginally founded and settled by halflings Terros has since become home to numerous Dwarven clans and Gnomish families as well. It's large agrarian economy feeds a vast swath of the Kingdoms many peoples. Wheat, barley, hay, oats, fruits, vegetables and nuts are all grown in abundance, as well as tobacco and cotton.

Allied with the Republic for the last 9000 years or so, the Terran's are perhaps the Republics oldest and most trusted allies. The Halflings of Terros have given up much of the day to day chores of ruling their nation, allowing the Republic to take stewardship of this burden. In exchange for grains and other food stuffs the Republics legions ensure the day to day safety and security of Terros.

Government and Politics

The average Terran lives a good life. Most Terran's work in a trade, or on a farm. Land Owners are the most powerful class of Terran's, and it is from them that the Terran representatives to the Council of Peers are selected. The Land Owners also select the Sheriff, the most powerful local political office in Terros.

Terran politics tend to be almost sedentary, boring and predictable little change has occurred in the last nine thousand years. Offices are often handed down through generations of the same families.

One unique feature of Terran life is slavery, which is a massive industry that helps keep their agrarian economy afloat. Terran slave trade is an essential portion of keeping their agrarian economy afloat.

Military Might and Foreign relations

Terros has no army to speak of, although all Land Owners maintain their own forces that vary in size from negligible to impressive, depending on how close to the Afrus the plantation is. The Terran Sheriff also has a national police force, who perform traditional law enforcement duties. All other military needs are handled by the Republic forces stationed in Terros.

The majority of Terran's care little about foreign relations, and the few who do always side with the Dwarves of the Republic.

The Terran Sheriff's Posse deals specifically with escaped slaves, although most of the posse is not comprised of Terrans themselves, but rather hired mercenaries.
Last edited by Serious Paul on Mon Oct 28, 2013 3:40 pm, edited 2 times in total.
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

The Norn, a land of troubles.

Post by Serious Paul »

Know this, by decree of the Regent each great house shall provide a suitable hostage before the midsummers festival. Any failure to provide an appropriately placed hostage will result in dire consequences!

Royal Decree by Regent Thay'Los IronEyes.
Once a proud land of proud men, Norn has fallen upon particularly rough times. With their King lying on his death bed, the slow death burning his body from the inside out it was with a heavy heart that Regent Thay'Los IronEyes ascended to power. With the Kings youngest sons dead in a tragic boating accident, and his oldest accused of attempted regicide the land has fallen on dire times. Luckily with the backing of the Dwarven republic's might the Regent will restore this magnificent land to her previous stature amongst the Middle Kingdoms!

Government and Politics

Traditionally ruled by a King who is traditionally appointed by the Clergy of the Nornic Church from the heads of theGreat Houses. For the last three hundred years Kings have been appointed from the Great House of Morgan. It was with great disbelief when the King's Regent, Thay'Los IronEyes, appointed himself King with the backing of the Free Republic, and it's legions.

Currently the Kingdom itself has become an armed camp, with each of the Great Houses retaining the services of one or more companies of mercenaries, as well as recalling their own retainers to arms. A surge in the levels of Dwarven troops has been a widely unpopular move despite reassurances from the Regent that this is only a temporary situation.

The most vocal critic of the Regent is Grant Morgan of the House of Morgan, a blue blooded Knight who is the nephew of the King.

Military Might and Foreign Relations

The Norn have traditionally eschewed Naval might for land power, but the King's recent illness has caused no end of disarray for the Generals who normally run the Army. The Regent has fractured the Army over the King's illness and the Churches demands that the invalid King be deposed, and a new King be anointed.

Traditionally Norn has had cold relations with the Free Republic, and it's Allies but since the ascent of the Regent the Norn have made several overtures towards closer ties. This has met with some resistance from the various Great Houses. The Norn, like the Avron, have traditionally had hostile relations with the Theilions.
Last edited by Serious Paul on Mon Oct 28, 2013 3:41 pm, edited 1 time in total.
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

Beign: The Eastern Frontier

Post by Serious Paul »

Are ye' a fool then? 'Cause only a fool comes to Beign expecting it to be easy...

Andros, Miner and sometimes Sage
On the Eastern fringes of the Middle Kingdoms lies Beign, a land where hard work is glory. Rugged and formidable the land breaks the weak of will, and feint of heart. But for a working man much can be found here: mining, timber, big game and fishing, and much more. A stout heart and back will earn a man much here.

Government and Politics

Technically a protectorate of the Republic Beign is ruled by a Provincial Governor, who resides in Titov Veles and whose authority is backed by three Legions of the Republican Guards. Locals do elect a Council, consisting of 25 members from various villages and cities, who range from industrial and economic leaders to religious and philosophical leaders. This Council advises the Provincial Governor.

Politics in Beign are considered to distasteful and a distraction from real work, many citizens are too busy eking out a living in this harsh land to be bothered with politics.

Economics

Beign relies heavily on the trade of timber, and stone. It also exports massive quantities of beef, pork and fish, as well furs and hides.

Beign's timber industry is the source of great contention, and it isn't uncommon for elven settlements to raid timber villages and mills, making elves somewhat unpopular at times, especially in the east.
Last edited by Serious Paul on Mon Oct 28, 2013 3:36 pm, edited 1 time in total.
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

The Tragedy of the Avron

Post by Serious Paul »

Few could understand the depths to which the Elven people have sunk to in order to protect the world at large. A war rages. A secret war, a silent war that rages under their very eyes, under the tips of their noses. A war of darkness.

Know this then, that the path of the Elf is solitude. The loneliness of duty. The quiet disparity of honor.


Anonymous Elf


Once generations ago the Avron were amongst the most powerful of the Middle Kingdoms inhabitants, their war vessels the most powerful, their soldiers the deadliest, their cities the largest. But even a mountain can be worn down to a grain of sand by the trickling stream of time. And now the Avron are but a shadow of the former glory years.

With no known central authority to speak for the Elves of this nation the Republic has assumed temporary control of the Eastern portions of the Avron, but as there is little in Avron to rate a serious presence of the Republic's Legions only one Legion operates in Avron, and mostly as security for the lumber industry.


Although the one time capital of the Elven people, Aeremar still stands, and even serves as a center for learning and some limited trade in Elven goods, there is no centralized authority there anymore, and few of the city's residents are actually Elven.
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

Gnal'Bish:: Home of Innovation and Invention

Post by Serious Paul »

At first I was amazed at the cleverness of the Gnomish peoples-they had preserved natures pristine beauty while making astounding advances in technology. Steam powered boats, great lifting machines, harvesting machines that did the work of ten men. But then I saw that like every coin there was a flip side- weapons of war that wrought unspeakable destruction, machines that uprooted trees and cut them into pieces. The care they took of their own land was only matched by their carelessness in other lands.

An Elven Sage

Gnal'Bish is nearly as old as the Republic itself, and is one of the three cornerstone nations of the Republic. The Technicians Guild rules Gnal'Bish with benevolence and divinely inspired wisdom.

Like Terros Gnal'Bish benefits from a mild climate year round, and with many of the Gnomish cities being under ground much of the land is pristine, untouched in thousands of years. Unlike the Or'Run or the Afrus, Gnal'Bish has few problems with roving creatures or banditry. A single Legion of the Republic's finest provide internal security. A single company of the Hammer Sworn provides security for the Technician's Guild in Picos, the Under Mountain City.

Political Structure

The Technicians Guild controls Gnal'Bish, and consists of the twenty one highest ranked Technicians, seven of which who must be clerics. Each Technician controls a district, and each district has an assigned area of control-tasks that the residents work wholeheartedly on advancing.

A complex system of testing, apprenticeships and peer reviews are how Gnomes advance in their respective guilds. Every Gnome in Gnal'Bish aspires to be a Guild member, and complicated games and testing are how prospective guild members are screened.

Economics

Gnal'Bish primarily exports great machines-ships, harvesting aids, and magical home aids. They also produce a variety of small devices, and specialized tools ranging from artisan kits, to small steel mirrors. Gnal'Bishian technicians also ply their trades across the Kingdoms.
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

Vro:Land of righteous Religious Tyranny

Post by Serious Paul »

When the Gods weep, Man dies.

Vro Religious Edict
Repent sinners for the end is near. This could perhaps be the national motto of Vro, a land of wealth and riches that has since fallen into the Tyranny of religious holy war. It is said that each of the gods have sent their personal representatives to Vro to cast the unbelievers out of this Holy Land. Given the state of constant war fare and the inquisitions, surely this is true.

Politics

Vro is ruled a by a religious council, comprised of representatives from each of the 13 major gods, each having an equal voice in the matters of state. All official functions of the State are also considered official functions of the various churches, and all governmental officials are also Clerics of varying ranks, from various orders.

While the Vro reluctantly acknowledge the rule of the Republic, and enforce Dwarven law, and collect taxes there is often tension between the Republic and the zealous Vro.

Government

The Council of 13 controls the Vro, each Councilor controls one of 13 governmental departments ranging from taxes, to code enforcement to construction and religious purity councils. Vro officials are easily recognized by their black robes, and tattoos.

Economics

Vro relies heavily on agricultural imports from Terros, Beign, and the Western Or'Run. They export gems, ornate furniture, and other precision goods-books, mirrors, jewelry and more. The Vro also provide skilled scholars who work as accountants, collectors, instructors, and more. The Vro also provide the finest trained Clerics across the Kingdom.
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

Western Or'Run: The Great Hoard

Post by Serious Paul »

No where is the pressing chaos of humanity greater than in the Or'Run where you can't swing a cat with out hitting some human or another. Village after village of sprawling, breeding filthy humans.

Commodore Dain StoneCutter
Government and Politics

Like most of the Or'Run, Western Or'Run lacks any real centralized authority and although the Republic has invested a great deal of time and effort into establishing a temporary Administration, charged with bringing Dwarven culture and technology to the peoples of the Or'Run. Several local war lords and strong men have established their own personal fiefdoms, in which they control the lives of their peasants with varying levels of control. Some are petty tyrants, others enlightened to a point.

Politics are a morass of madness and chaos, with alliances shifting and changing from day to day and sometimes hour to hour. Few things stay the same in this confusing mess of humanity.

Military Might and Foreign Affairs

The Or'Run as a whole lacks a cohesive government, which of course means it lacks any sizable armies or legions of their own. Currently four legions of the Republic's are currently operating in the Western Or'Run-but most of these Legions have been split into Regiment sized or smaller units. Often these units use the Republic's coffers to purchase the loyalty of local war lords and their rag tag armies. Banditry is considered a time honored tradition in this region, and crime syndicates often operate in the open with impunity.

Regional war lords attempt to control various cities, and from time to time these war lords will band together to form marginally significant blocks of power to negotiate with the Republic, but these primarily human run alliances tend to crumble quickly. Still various war lords maintain connections to various parts of the Middle Kingdoms which they supply with grains, rice and other food stuffs.

Economics

The Western Or'Run is the rice bowl of the Middle Kingdoms, providing a massive amount of food stuffs which range from rice to nearly any fruit imaginable. The Or'Run also provides a massive quantity of fish and wood to the rest of the Middle Kingdoms. Wood exports are fairly profitable as most bandits lack the ability to transport the large and heavy shipments of timber, and although burnings have increased slightly in the last decade, as yet timber remains a lucrative business.

Grain and rice exports are the primary export of the Or'Run and with recent attacks on rice shipments, many of the Republic's Legions have been divided into smaller units to escort these essential shipments to various portions of the Middle Kingdoms. An essential, but tedious duty.
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

The Weylands

Post by Serious Paul »

Treachery abounds in the Middle Kingdoms, but these are the Weylands, where a man's worth is determined by the Gods, not men.

Duke Octavian Welland, Ruler of the Free City of Weyland.
One of the three free cities Weyland is a docking point for a variety of ships, as well as home to a number of great trading houses. Duke Octavian Welland is current ruler of the City and the small island Weyland itself.

The Weylands is also home to the towers of high sorcery, and several schools of magic. In exchange for their cooperation in the islands defense the Duke guarantees that their work shall continue both unimpeded, and securely.

Government and Politics

Duke Welland rules the island, through hereditary title and is known as a fair and just ruler. Now well into his fortieth decade as ruler of the island the Duke has slowly begun to transfer power to his son Lucius Vorenus, a skilled warrior and river boat pilot who also is known to have some magical talent.

The Duke and his son rule with little problems from the people, especially given the amount of support they receive from the schools of sorcery.

Economics

The Weylands produces little worth exporting in agricultural terms, and has little to no mining operations, but it does do a brisk trade in textiles, but primarily the Weylands exports Magic.

Thanks to the schools of sorcery much of the Middle Kingdoms finds access to affordable, quality magical items. (Admittedly minor in their effects.)

Magic

The Weylands is synonymous with magic in the Middle Kingdoms. Home to the finest schools of magic, and most impressively Khoras, The Tower of High Sorcery aspiring students couldn't hope for more. Funded through a variety of means, including benefactors, donations, and sales of f magical goods the schools operate a variety of public and private campuses through out the island, with the Eight Towers of Wizardry and the High Tower of Sorcery being the most impressive. (The lesser known and somewhat secretive Tower of the Serpent lies some where just off the island, and is rumored to be submerged or hidden through some form of powerful dark magics.)
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

Baltrum: Kingdom of Judgement

Post by Serious Paul »

The great city of Baltrum, blessed by the Gods themselves. It is here the heads of the great churches make their home, and thousands upon thousands of the faithful live, work and play. Ancient, even by Dwarven standards the city has stood for millenia beyond reckoning.

Ancient statues of saints and sinners stand above the city, unfaded and as glorious as the day they were built, through divine grace of the gods. Glorious streets paved in marble, buildings gilded with gold and platinum, towers of obsidian and granite tower into the skies.

Perhaps the grandest of all the buildings is the Temple of Judgment, in which the greatest trials of the land are held. A cleric from each church is represented on the Council of Judges, who preside over these trials.

Government and Politics

Ruled by a theocratic council Baltrum has a fairly efficient bureaucracy in place, with the city divided into Wards, and a representative from each Ward sitting on the City Council. The Council is presided over by the Mayor, an office that is rotated through each church every three years.

No weapons are allowed inside the city with out a permit from the City Council, or sponsorship from individuals Clerics, and churches. (Daggers, small knives and stave's are not considered weapons under the law.)

Each Ward is able to set it's own laws and the laws vary widely in each ward, a wary traveler should take care to understand where he or she is, and what laws are applicable.

Economics

Baltrum produces little of real value beyond books, and small quantities of jewelry and magical items. Baltrum's wealth is immense, and everything necessary is imported if it cannot be fished, or grown in the sea.
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

The Free Ports of Ikema

Post by Serious Paul »

Law? I suppose it'd be found at the sharp end of your sword lad.

Thessel Redhand, Pirate
Sprawling shanties, more taverns per square foot than in any other part of the kingdom, and a smell worse than a latrine aptly describes Ikema for some. Home to pirates, thieves and harlots Ikema is an island of disrepute, of treachery.

Roving gangs, pirate bands and mercenaries mingle freely, with out fear because there is no law in Ikema a man doesn't create for himself.

Slavery is frowned upon by most Ikema, but is not explicitly illegal.

Economics

If you want it, chances are it can be purchased in Ikema no matter it's legality. A brisk trade in illicit goods, stolen items, forbidden pleasures and more fuels this underground economy!
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

The Liberated Island of Theilios!

Post by Serious Paul »

Rise! Rise and clutch your kinsman by their forearm. Shake them vigorously for you are truly free!

Melios, Free Woman and Orc.
Few can truly know the cost of freedom, as far too few are truly free. Here on Theilios we have a saying "A man is only as free as he makes himself." Do you then seek a discount on your freedoms from Dwarven merchants? Do you trust Gnomish innovations to supplement what your own two eyes could tell you? I tell you now and here that freedom isn't bartered, or found in the cargo holds of dwarven frigates. Freedom is earned by those courageous enough to take it, to face down tyranny in all it's forms.

Politics

Theilios is governed by the Senate, 100 men and women who are elected to govern the island in the name of the people. Elections are held once every three years, and a full third of the Senate is up for election at any given time. This means there are elections almost yearly. Any Orc who is of age can run for a position in the Senate, although in practice it is rare to see a young Senator.

Theilion politics are volatile, often filled with violence, and even the occasional death. Taxation is often a subject of great controversy, attracting the citizenry at large to the often explosive debates. (Admittedly some come simply to place bets or instigate fights...)

Military Might and Foreign Relations

Theilion men and women are required to serve for three years in either the Navy or the Army. Currently the Theilion Army numbers ten thousand shields, while the Navy can muster an impressive number of ships of varying tonnage. Comprised entirely of Orcs the Theilion Military is incredibly well disciplined, and is one of the most feared military forces in all the world.

The island of Theilios itself is protected by a series of natural cliff walls, and strategically placed fortresses that equipped with fearsome war machines, making the island itself nearly impenetrable in a time of war. Although the Theilions lack the fire power of the Dwarven Navy their island's natural defensive terrain makes them a fearsome force on their home turf.

Theilios maintains diplomatic relations with the Republic, and each of the seven other Kingdoms, although these relations could be dexcribed as strained at best. Theilios is antagonistic towards the Republic itself, but their self declared neutrality in all affairs outside their island has allowed them to maintain an uneasy but consistent relationship with the Dwarves.

The Theilion's consider the roving tribal bands of Orcs to be little more than savage animals, and have no official ties to the three major Tribes.

Economics

Theilios exports large quantities of wool, mutton, and cheese, as well as olives, almonds and perhaps most importantly Art. Theilion society considers art to be of the highest importance, and even the worst artists live a life that is relatively provided for compared to the average citizen of the Middle Kingdoms.

Art and politics are the domain of every Theilion. Public debates are considered a national event, and often attract large audiences, and rage for days at a time. every aspect of Theilion life is covered in these debates by powerful orators of every race.

The Theilion art trade is brisk, as well as trade in cloth of all sorts. Theilion weavers are amongst the Middle Kingdoms best. Theilion ports also serve as bases for a variety of mercenary companies, and guilds of other natures. Indeed Theiolion cities are thriving meccas of trade, and goods from all ends of the Middle Kingdoms can be found here.
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

The Afrus: Savage Lands

Post by Serious Paul »

Majestic in it's savage beauty the Afrus is a rugged mountainous land, covered in thick jungles filled with wild creatures, and even wilder natural wonders. While not officially a part of the Republic, numerous Terran, Gnal'Bishian and Dwarven merchants have established slaving, mining and lumber operations in the province. Settlements from various Kingdoms have been established, but they are often raided by the indigenous peoples, wild animals and monstrous creatures-making life in the Afrus dangerous.
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

The Untamed Lands: Dangerous and wild.

Post by Serious Paul »

Unexplored, and filled with savage tribes of Orcs, Trolls, Goblins and more the Untamed Lands are dangerous, and untamed. No Dwarven presence is here, nor is there any recognizable form of governance, or society.
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

The Wastelands

Post by Serious Paul »

Frozen tundra, and harsh weather make this land inhospitable at best, but the ancient Dragon Kargan is what keeps most travelers from the Wastelands.

Although the Dragon has not been seen in nearly a thousand years, when the last expedition sponsored by the Republic to exterminate it failed- resulting in the death of 10 Legions of Hammersworn; and ever since the Republic has settled on simply keeping its distance from the great dragon.
User avatar
3278
No-Life Loser
Posts: 10224
Joined: Thu Feb 14, 2002 8:51 pm

Post by 3278 »

Do you know if the maps are online anywhere?
User avatar
Serious Paul
Devil
Posts: 6644
Joined: Mon Mar 18, 2002 12:38 pm

Post by Serious Paul »

No, unfortunately my last computer crash wiped my maps out. I have some poor quality maps, but the big one is lost.
User avatar
3278
No-Life Loser
Posts: 10224
Joined: Thu Feb 14, 2002 8:51 pm

Post by 3278 »

There's something kind of freeing about that, though. :)
User avatar
3278
No-Life Loser
Posts: 10224
Joined: Thu Feb 14, 2002 8:51 pm

Post by 3278 »

Post Reply