The following is a guide to the topographical, political and economical division of the continent of Tamalaria. It was written in the year 865 A.F. by Vandabar Swellskin, a Gnome Scholar who resided in the city of Palen. It begins with a brief explanation of the lands’ timeline in reference to the present date of publication in 865 A.F.
Greetings. My name is Vandabar Swellskin, and this is my brief guide to the realms of Tamalaria. At the time I am working on this for you, the citizen of this great and spanning continent, it is the year 863 A.F. I suspect the finished volume shall not be massively reproduced for a few years, but I shall attempt to make all entries relevant.
Firstly, allow me to explain a few historical notes to you, reader. You may or may not be aware of this fact, but the suffix A.F. stands for After the Fall of Mecha, which ended Tamalaria’s Fourth Age, the Age of Mecha. The Ages I shall be referring to now are the recorded and accepted timelines for the entirety of the realm and all of its historians and scholars. Members of all Races and Classes have agreed to these recordings.
The First Age of Tamalaria lasted for approximately 2300 years, and had no sub-title. Records and tomes seem to indicate that there were a surprisingly small number of Races and Classes known to the civilizations of those times. However, records indicate that the ancient Elven Kingdom was established in the middle of the Age, in the southwestern forests known also as The Great Forests. It is the only known monarchy to have lasted since the First Age.
The Second Age of Tamalaria lasted approximately 2200 years, and was known as the Age of Magic and Discovery. During this era, many of the schools of today’s magic were first established or discovered and studied. The lycanthrope Races, who had not appeared in any records available from the First Age outside of myths and legends, seemed to emerge during this time. The first of them were very tribal in organization and nature. Also during this age, the other races discovered that the lycanthropes had total control over their physical state and mind. Though savage, they weren’t the slaughtering, slavering beasts that the old legends made them out to be.
The Third Age of Tamalaria lasted approximately 1400 years, and was later dubbed the Age of War. Many more Races made themselves known, coming out of their sanctuaries to join the larger societies. Classes and ways of life were invented in the last 400 years of the Second Age, and this trend continued into the early Third Age. However, in the Third Age, many of the famous Racial wars were waged. Political wars sparked off in the middle of the age, finally deteriorating into small skirmishes with small, armed militias. The best known of these wars was the beginning of the seemingly eternal War of the Allenians (which struggles on to this day), and the First Elven-Dwarven War.
Another problem from the late Second Age, the undead, seemed to creep up and take control of the realm during the Third Age. They appeared in swarms, along with the legendary Vampires. Together they formed a great and oppressive Vampire Nation, centered in the middle of the continent. The head clan, Clan Allenian, named the vast, hilly region, after themselves. After the Vampire Nation’s defeat in 422 Third Age, the Khan and Simpa, who were the primary Races defending the lands against these creatures, turned on one another, claiming full ownership and rights to the Allenian Hills. If you’re a current resident of Tamalaria, you know full well that at the time of this guide’s publication, that war is still being fought.
The Fourth Age lasted approximately 600 years. It was known as the Age of Mecha. Science and technology thrived during this period, to the point that much of the civilized world nearly destroyed itself.
At the end of this age was the Fall, during which technology mysteriously malfunctioned or simply destroyed itself. Many artifacts from that time period still exist, as do the scientific arts developed during the Age of Mecha. However, the scientifically minded of this, the Fifth Age, or After the Fall of Mecha, question the sciences and theories handed down to them. Why? Well, because something clearly went wrong.
Enough of that. On to the major and distinctive regions of Tamalaria.
The Elven Kingdom
This territory shall be mentioned first since, as I’ve already mentioned, this is the oldest established society still standing. In the southwestern part of the continent, covering about 1/10 of the land’s total mass, is a great forest, which is inhabited largely by and ruled completely by the Elves. Now, Elves can be found anywhere in Tamalaria, but nowhere else in such high concentration as this forest. The capital is the city of Whitewood, which houses the royal palace, and boasts a population of approximately 45,000. There are five other major cities in the kingdom—Varvex, Blackwood, Farsik, Lugonden, and Fletcherville. Each of these cities supports roughly 25,000 citizens each, and there are nearly a dozen other small townships that support hundreds of citizens each. There are also the military outposts, but these are largely uninhabited except in times of war.
The Elven kingdom began as and has remained a successful monarchy. The rule of authority goes as follows: The King, his first-born son the First Prince, second-born son the Second Prince, the Queen, first-born daughter the First Princess, second-born daughter the Second Princess. Allow me to further explain; first, there is the King. If he has a son, the Prince is regarded as having the second most authority in the land. Then the second Prince. Then the Queen. Then the King’s daughters. As you can see, the kingdom is very much a patriarchal society. I personally find this strange, because among the Elves, females tend to have cooler heads and the most magic potential. Sons of the royal family, the Princes, always have greater standing than even their mother the Queen, regardless of the number of sons born to the royal family.
In the first two Ages, the monarch was the supreme ruler, and relied on the royal family and its Dukes and Duchesses to enforce its rule. In the early Third Age, King Michinendi the II dissolved the use of Dukes, Duchesses, and Earls and such in favor of a secondary form of government. These individuals would be elected into their position by the people, and would hold the position until either death, or a high crime was discovered to be committed by the person voted in. This was the Council of Elders. These men and women, usually 10 in number, listen to the voice of the people, and advise the King or Queen or Prince, or whoever is in power in the royal family, what they should do.
An interesting note: Ever since the War of Vandross a scant 20 years ago, the Elven Kingdom has been without a King or a Prince. It is governed by a Queen, who has not yet decided on any suitors, for she does not relish the idea of relinquishing her rule, which has been fair and just.
The Elven Kingdom is bordered on the north and east by plains, and there is a stretch of land about four miles long south of the forest to the shore of the ocean. The western fringe of the forest in bordered similarly. The primary inhabitants of the Kingdom are Elves, Half-Elves, and Cuyotai (Werecoyotes).
Desanadron
In the western-central plains of Tamalaria, there stands a great metropolis known as Desanadron. The word ‘Desanadron’ is taken from two words from two separate languages; ‘Desan’, which is Dwarven for ‘Mighty’, and ‘Adron’, which is from the oldest Human speech, meaning ‘Fortress’. While Desanadron is not a militaristic city, it is enormous, with buildings reaching upwards of thirty stories. The city has a mixed population of nearly one million civilians and troopers today. If you have never seen a particular Race or Class, visit this city once—it’s guaranteed you’ll check every one of them off of your list.
Desanadron is a city-state that stretches for approximately 50 miles in all directions from its center. It is the mother city for several smaller villages and townships further to the west and to the east, and one township to the south, Vershak. The city was first erected in 974 Third Age as a monument to the hope many held that the wars of the Races were over forever. No Race or Class of civilian or trooper was or ever has been denied admittance without very good reason (i.e. criminal status). That is the city’s finest selling point, in fact; diversity.
Desanadron is governed by a High Council of twenty-five publicly elected Councilors. A Councilor’s term of service is ten years, at which time they must campaign to be re-elected for their seat. However, unlike in some other city-states, if the majority of the city’s citizenry petitions for the removal of a Councilor from office, the rest of the High Council has no choice but to remove that person from their ranks. This is not a written law; it is simply the traditionally understood custom. If the people will it, the High Council must abide it. The only exception for this is in matters of war.
Desanadron is situated with its southern outskirts a grand 940 miles north of the Great Forest/Elven Kingdom. Vershak is 660 miles from that same border. There is no majority Race or Class in Desanadron proper, but most of the citizens of Vershak, the largest protectorate, are Human, Lizardman, Jaft or Half-Elf.
The Northwestern Territories
The Northwestern Territories, aptly named, primarily consist of foothills in the south and large mountain ranges and valleys throughout. These Territories stretch from the western ocean shore to about the middle of the continent. The southern border clips in closer and closer as one goes from west to east, as the mountains shore up, giving way to plains and grasslands.
Situated in the middle of the northwestern-most ranges is the Dwarven city of Traithrock, capital of the Dwarven Territories, which exist within the Northwestern Territories. Traithrock is a stout Dwarven city, exposed to the frost, snow and wintry winds of the mountainous northlands. It boasts a population of nearly 67,000 Dwarves, and a handful of Minotaurs and Jafts, as well as Gnomes, the Dwarves’ less physical, more scientific cousin Race.
Surrounding Traithrock are many different valley hamlets, underground townships, and northern coastline villages. Minotaurs, tribal in nature, camp in family units throughout the craggy heights, while Jafts usually stay close to the ocean. They have a natural love of sailing and fishing, though they are largely averse to submersion in anything but salt water. As a result, their villages are usually no more than a mile away from the northern ocean. A few Draconus and Lizardman settlements can be found throughout the foothills of the region, though these few and far between. There are also several Monk training monasteries hidden throughout the mountain regions.
The primary Races of the region are Dwarves, Jafts, and Minotaurs. The primary Classes are Soldier, Knight, Gaiamancer, Boxer and Monk.
The Allenian Hills
As I mentioned earlier, the Allenian Hills is a large, hilly region in the center of the continent, named after the primary Vampire clan in the Third Age. These hilly lands are gorgeous, or would be, if it weren’t for the constant warring between the residents, the Simpa and Khan. These two lycanthrope Races, Werelions and Weretigers, kill each other in the region at every available chance. The Simpa, while typically a very noble and honorable people, often resort to their more savage roots while engaged in this eternal war. Outsiders, meaning anyone who is not a Simpa or a Khan, are targeted for raids or forced enlistment in either side’s cause. In the case of the cunning and cruel Khan, women of the Human, Elven or Half-Elven Races unfortunate enough to wander too close are taken and raped, then slaughtered for food.
There are, however, two roads and one township in the Allenians that are, by a signed and agreed-upon treaty, neutral territory, and are not subject to claim or raid. The two roads, Roamer’s Way and Sanctuary Road, are used little, and mostly by traders. The town, which is accessible from either road, is called Trapperstown, and has a permanent population of only about three to five hundred citizens. The Allenians are roughly double the area of the city-state of Desanadron.
The primary Races of the region are Simpa and Khan. The primary Classes are Soldier, Knight, Berserker, Pyromancer, Aeromancer, and Bishop.
The Lucara Marshes (a.k.a. the Red Marsh)
A small marshland in the south-central plains, just east of a large fiefdom to be mentioned later. It is filled with poisonous bogs, monstrosities, and is considered a sacred training ground for Necromancers. The topography of the Lucara Marshes is something of a mystery; the bog trees shift and change position with the passing seasons. It is oft rumored that they have gained a malevolent sentience of their own over the eons. The trees are of a strange wood, called Ghostwood, which cannot be easily cut or burned.
The Lucara Marshes are much too volatile for any permanent townships or hamlets to arise within. Certain Lizardman tribes of an evil bent are often found camping within for short periods of time. However, there is one single point of light and hope within these swamplands, the Temple of Unaki. Unaki is said to be a forgotten God, one who was once worshipped by the early Necromancers, who practiced their art for the purpose of society’s betterment. In the Second Age, Necromancers were few and highly skilled, and they raised the dead in order to perform labors too deadly or dangerous for the living. These early Necromancers were scholars more than sorcerers or witches, and made use of magics lost to them now to communicate with the souls of the dead for bereaved family members and friends of the dead.
The Temple of Unaki still stands in the center of these swamps, and on occasion, a Necromancer with benign intentions will still go and provide an offering of magic to the Temple. There is a legend that states that the Temple is partially sentient, or that it houses the flagging spirit of Unaki, who holds down a great and terrible spirit or monster buried deep beneath the bogs.
The Fiefdom of Lemago
A large empire in the south-central plains, the Fiefdom of Lemago is home to many of the Monks, Dragoons and Samurai within the lands of Tamalaria. Rare scripts and scrolls dated from the Second Age tell of a mysterious warrior who rode into Tamalaria from another world, another reality it would seem, and taught the first warriors of the empire the arts of the Samurai, and the way of Bushido. Since that time, the small fiefdom grew into the vast empire that now stands there.
The Fiefdom of Lemago briefly hosted the armies of Byron of Sidius, the Elven Kingdom and Lord Viper of the Port of Arcade during their march on Mount Toane during the last stages of the War of Vandross. They were given supplies and shelter for a few days before passing through on their way to end the warlock’s siege on the lands. The Fiefdom is governed by an Emperor, who is chosen in a rather unique method.
The Fiefdom of Lemago has always, throughout its long history, been ruled by an Emperor. When the old Emperor passes away, his family is reduced to the status of Kishimura, which in their unique language stands for ‘royal advisors’. The new Emperor is chosen by an ancient Gold Dragon who lives in a cave along the southern shoreline by the name of Suthara Mintokowka. This great dragon only emerges from his cave to select a new Emperor, and his choice is never questioned. He is worshipped by many of the empire’s citizens as a dragon-God. A tad foolish if you ask me.
The Fiefdom’s economy is strong, though it operates in a rather strange way. Instead of using metal coins for currency in most cases, it uses an overall barter system. People are paid with lands, goods, and services instead of money. As a sort of sarcastic twist, many who live outside of the empire call it the “Golden Lands”, for almost no gold is used for currency. Their laws are few, but very strictly enforced by the Samurai who are mostly employed as lawmen. The act of grand theft is usually punishable by death. As a result, thieves tend to stay away from the empire.
The Empire’s capital is Sunome. There are only two other major cities, Houten and Fong. Many rural villages make up the majority of the citizenry, along with one military training ground where Samurai are trained. Many Monk monasteries dot the landscape within the empire.
The primary Races of this territory are Humans, Elves, Half-Elves, Draconus and Sidalis (mutants). The primary Classes are Monk, Soldier, Samurai, Dragoon, and Q Mage.
The City of Ja-Wen
Many refer to the city of Ja-Wen as the ‘sister city’ of Desanadron. Ja-Wen is situated on the exact opposite side of the continent from Desanadron, far in the east. It is a sprawling city, supporting roughly 230,000 residents of all Races and Classes. Like Desanadron, it has a greatly mixed population. It is governed by a High Council like Desanadron, but the Council answers ultimately to the Governor, who is elected once every five years by popular election.
Ja-Wen is also home to a unique group, known as the Unified Bounty Hunters’ League. Ja-Wen is host to the land’s primary Bounty Office, where official and unofficial contracts are posted, reported, and signed on for if the contract is only for private Bounty Hunters. Most bounty offers are open to whomever can accomplish the task first, but some ask for discretion and the use of only one agent; such contracts are usually posted in this central office.
Ja-Wen is arranged by Districts, and then further divided by areas populated primarily by one Race or Class of individual. They are numbered, but most have nicknames, like the ‘Kobold Quarter’, or ‘Stench Town’, a slang term given to the primarily Jaft-inhabited neighborhood.
Where Desanadron enjoys a great deal of outside trade, Ja-Wen primarily survives on internal business. Residence in Desanadron shifts often, as people come and go—often many times in a matter of only ten or twelve years. In Ja-Wen, people find solidity and permanence. Its population swells with each passing decade.
During the War of Vandross, half of the city was leveled, and much of it was damaged beyond repair. However, when people returned, they made large efforts to rebuild and replace what had to be done such with. Ja-Wen is closely linked with Fort Stone, which is situated two days’ travel north of its northern gates.
Unlike Desanadron, Ja-Wen is bordered on all sides by a massive stone wall, upon which guards are routinely posted.
Also unlike Desanadron, Ja-Wen has no separate body of police and militia. During times of continental peace, the army acts as guards and lawmen. During times of war, they act as guards, lawmen, and troopers. All recruits are put through rigorous training in the military fort situated to the east, along the coast, for just that purpose of training.
There are no primary Races or Classes in Ja-Wen, though it should be noted that there is a higher concentration of magic users in the city than in Desanadron.
Palen, the Capital of Magic
The city of Palen lies a week’s travel on horseback to the north and slightly west of Ja-Wen. It is a city perhaps one quarter of the size of Ja-Wen, which is half the size of Desanadron in the far west. Palen is known as the Capital of Magic, because 98% of the residents who dwell there are magic users or scientists of some type. All forms of magic can be found in Palen, including Void Mages, who learn magic spells and abilities by being struck with them. All forms of science can also be found within the city’s protective barrier.
Situated within the exact center of the city is a tall tower named the Spire. Inside of the Spire, mystical lodestones create a magical barrier around the city that wards off many creatures and individuals with malicious intentions. The barrier also serves another purpose—to solidify and manifest into being any and all spiritual creatures that pass through it. This includes Ghosts, Ghasts, Geists, Ghouls and Wraiths. Yes, even Wraiths are allowed within the city’s limits, so long as they do no ill within the city. Priests of all of the major religions also have large churches within the city, and exorcists patrol the city full-time to ward against evil spirit creatures.
Palen is home to the largest library in all the land. It is a magnificent, six-story tall building with every conceivable reference tome and novel within its shelves. Many of the books I read in order to learn about Tamalaria’s long and rich history I borrowed from there.
Palen has an economy that is based in currency, like most cities and towns, but curiously, they do not allow silver coins of any kind within the city limits. This is largely due to the powerful lycanthrope mages who study within. Silver armor must be turned over to the officers of the Watch, and silver weapons must remain sheathed unless one is attacked by a spirit creature that is weak to the metal.
Palen is also home to a very unique creature, one who has existed for a very, very long time—one of the Great Sages. The Great Sages, is it said, are the direct creations of the earliest Gods, and house the greatest and most ancient spells and arcane arts. The Great Sage is named Gulhen, and remains isolated in his manor on the eastern edge of town. Only a few are allowed to see him, and only by invitation. Attempting to walk up to his home often triggers magical traps that can kill, maim, or cause a man to run mad.
The city of Palen, curiously, has no central government. The laws of the city are formed by the Watch. If a leader needs to be named, it would have to be the Commander of the Watch. At this time, the post is held by a highly skilled mage by the name of Loren Drumac. She is an Elf, and studies all four of the elemental schools of magic.
Palen’s primary Races are Human, Gnome, Elves, Half-Elves, Cuyotai, and Ursas (Werebears). Most of the city’s Priests are Ursas, due to their gentle, passive nature.
The Port of Arcade
Situated on a peninsula north and slightly east of Palen, the Port of Arcade was once a large township dominated by thieves, murderers and criminals of all walks of the underworld life. Under the leadership of Lord Viper, it was turned into a fairly honest city, with a form of government, laws, and a semblance of a Watch. Now, however, that Lord Viper is dead, it is degenerating back into a lawless town where only the brave, criminally minded, or suicidal dare enter.
The Port of Arcade is also a major staging point for seafaring individuals, most of whom pay rather large bribes to the local crime bosses for safe passage and use of its docks out into the northern ocean. The only people who pass through with impunity are members of large and well-known thieves’ Guilds, or the Jaft and Minotaur sailors who permanently keep ships docked. These two Races often show up in vast numbers with entire crews, equipped and ready to sail. No matter how good a thief you are, you’d be a fool to try and steal unnoticed from these large, brutal, war-like peoples.
Perhaps two days’ walk to the west of Arcade is a large, permanent Jaft village known as Skuren, or ‘Sea House’ as the word is literally translated from the Jaft tongue. During the Third Age, this township swelled to the size of a small city when a short-lived war was waged between the savage Jafts and the Minotaurs for ownership of the region.
The more tactically-minded Jafts won that war, and a grudging respect has been long since established between the two mountain- and sea loving Races.
The primary Races of Arcade itself are Wererats, Gnomes, and Humans. The primary Classes are Pickpocket, Rogue, Son of Night, and Ninja.
Well, that about wraps it up for the major locales of Tamalaria. There’s the Desperation, the large desert in the southeast, but strangely, that region shrinks with each passing century. One final area of mystery remains, and I’ll go over it only briefly, for it is not spoken of except in whispers and rumor and myths throughout the land’s history, and the region often changes location, appearing for brief periods of ten or twenty years, and then it disappears completely.
Nowhere
Nowhere is a vile place of concentrated evil and malign purpose. It is dominated and populated by demons of all sorts, and monstrosities that cannot even be described. I myself have heard a few first-hand accounts of the place, but the individuals I interviewed about it all seemed a little short of a full deck, if you know what I mean. Only two men that I spoke with seemed to have come away unscathed, but they shuddered to think about the place, and were reluctant to speak to me about it. They were Ramone Svilak, an Elven Paladin, and Ramrock Headbutter, a Jaft Soldier.
Nowhere appears once every two or three decades, and completely swallows a small area of the land that is largely uninhabited for about ten to twenty years. Anyone in the area becomes magically displaced, thrown to the far points of the compass by some mysterious force. Most survive the process, but few are left completely intact. Most suffer dire diseases with no known cure, or are driven completely mad, like those unfortunate enough to stumble within Nowhere’s borders.
On the outside, the region appears simply to be a sunless, barren wasteland inhabited by nothing for endless miles. However, a sort of shimmering wall of force marks its boundaries, and anyone who wanders within finds themselves in a blackened, scorched territory full of crags, hills, and desolate lands full of tough, black grasses. The interior of Nowhere is somehow magically expanded, and one can travel for weeks without reaching the other side. At least, so I am told.
One can expect to find vile creatures of murderous bent, undead, and demons everywhere. Only a few sanctuaries dot the bleak landscape, and volcanic rifts and rivers split the lands of Nowhere. Only the brave or stupid enter willingly and on purpose. The Order of Oun sends dozens of Knights, Paladins, and Priests inside every time it appears; almost none of them return.
Ramone Svilak told me a tale of a certain old Kobold who has a shack in a swampland forest within Nowhere. The Kobold claims to be the father of their Race, and has in his possession certain scrolls that convinced Ramone that his claims were truth. He is trapped in Nowhere, and cannot leave the sanctuary of his shack except to go into the basement, which magically replenishes itself with supplies of food and drink. The Kobold simply calls himself Neermack, which is Kobold for ‘Race-sire’.
Ramrock spoke to me of a black lake, which he called Arako Suluhan, which is Jaft for ‘Birthplace of Evil’. He claimed to see demons being spawned from the black water, and he admitted, rather embarrassed by the fact, that he fled from that place as swiftly as he could.
Further questioning revealed to me that every single person who is a member of the cult known as the Blessed Children of Maragshet, the Mad God, has at some time been to or near Nowhere. I believe further research may bring a reason for this pilgrimage to light. Is Nowhere the home of the Mad God on earth? I can only assume so, for most who return from Nowhere immediately join the cult.