You are on page 1of 96

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

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 Masters 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

32

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

57

60

62
64
65
67
68
72

72
85
87
87
88
90
91
92
93
94
95

52

You will find this game on the Internet at the following sites. Information, association, and game play too. Drop in and see whats 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

oreword To the
Lejend Master

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 theyre 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 2 to 4
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 earths
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
worlds 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 veshogelodge

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

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.

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 Utcghshelsht-clqta-dbiss (the closest
human translation we can manage of First
Races 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
Utcghshelsht-clqta-dbiss as the

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 Utcghshelsht-clqta-dbiss
lands, killing any Utiss-masters
encountered, pillaging, and destroying
whatever they could not carry off.
The Utcghshelsht-clqta-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 mans
terms simply as the Utiss. Men
began to seek allies from adjacent

realitiesdiffering 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 southeven from
within the Utcghshelsht-clqta-dbiss
kingdoms themselvescame 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
Utcghshelsht-clqta-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
Utcghshelsht-clqta-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 Utcghshelsht-clqtadbiss 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 Utcghshelsht-clqta-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

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

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 kingdomthat of
the hosthad 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

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.

10

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 others 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.

11

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.

12

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.

13

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 simpleif
demandingtask 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.

14

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 Hemispheres
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 oceans 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 180 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.

15

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

16

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 Apphirs
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 Oskliesall associated
with Varan.
The fresh marine life within
the Gymeer has attained unusual
size and variety. It includes carp

17

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.

18

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 Hazgars 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
Hemispheres 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.

19

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.

20

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 Continents
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 Continents 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 Apphirs 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).

21

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:

22

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 bights 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 its 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 continents 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 Hazgars central east
coast. It is a busy shipping route.

23

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

24

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,

25

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.

26

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 nomans-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.

27

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 Apphirs
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.

28

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.

29

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.

30

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.

31

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 oceans 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 180 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

32

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 AlfarSargas 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 Magnifics
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
Mirias 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.

33

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.

34

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.

35

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.

36

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.

37

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.

38

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.

39

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.

40

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
Oziruklans 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.

41

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.

42

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.

43

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.

44

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 Kamajas 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.

45

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.

46

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 Huatlcutzs 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.

47

Chapter 3- The Geo-Political


Divisions of Lejendary Earth
Lejend Masters 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:

48

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

49

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
Thespians 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.

50

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 Drakes 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 Highwaymans
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.

51

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.

52

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.

53

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 Kings 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 Kings word best not be gainsaid
by anyone at court).
Commerce: based on trade primarily,
with manufactured products,
especially tools, weapons, and

54

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.

55

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.

56

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
Authors
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

57

generally known to scholars,


pundits and politicians in the
Lejendary Earth world.
Hazgar contains 8 Major States:
Empire of Mechi:
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.

58

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.

59

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

60

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 Key of Sand,
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.

61

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.

62

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.

63

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

64

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

65

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.

66

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.

67

...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.

68

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.

69

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.

70

...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.

71

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 kings 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 sovereigns 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
kings (or lords) 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

72

decide cases requiring high justice, i.e. the sovereigns 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 castles 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
corporations 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.

73

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)

74

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)

75

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 monarchs 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 monarchs 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

76

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
monarchs (thus the states) 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 sovereigns 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

77

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 sheriffs 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,

78

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 peers 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.

79

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 peers 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

80

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 monarchs 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.

81

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 monarchs 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 monarchs 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 castles 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 monarchs 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:

82

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 monarchs 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 monarchs 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

83

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

84

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 Cha 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

85

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 ]
Crows 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
King ch Too-yu: baronet
11
7th
Ke Too-yu: knight commander 7
8th
Yun Ke-yu: knight
4
9th
Ngan Ke-yu: esquire
1

86

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.

87

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.

88

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.

89

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 communitys 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.

90

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

91

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

92

93

94

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

95

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
Mechi, 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

96

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

You might also like