THE WORLD OF SHAINTAR

                Fantasy Hero Campaign, October 94
                       Sean Patrick Fannon   

     Shaintar.  The very name speaks of the unique and powerful
mythology that defines this world.  It is a world of ancient
mystery and contemporary intrigue.  A world of endless
possibilities, both wondrous and sinister.  Magic abounds and is a
powerful force; yet even magic knows limitations, and a lone hero
with a strong blade and a stronger heart may prevail.  Shaintar is
a world of adventure, a world meant for heroes.

AUTHOR'S INTRODUCTION
     Welcome to my world!  I cannot begin to imagine just how many
Game Masters and writers have yearned to say just that, but I
suspect there are quite a few.  Shaintar is a world that has grown
out of literally years of gaming, mostly as a GM.  In Shaintar you
will find (I hope) all of the greatest things I have ever dreamed
up and created for use in a fantasy setting.  Additionally, this
write-up features all of the innovations I have come up with over
years of playing in the Hero System for gaming in a heroic fantasy
setting, including an alternative magic system (complete with
extensive spell lists), a new system for armor, and new and updated
racial packages.
     Allow me to explain a little about the nature of Shaintar.  It
is a world designed in the "classic" vein.  In other words, it is
a world built upon the idealized medieval European model, although
there are other influences readily noted.  However, it is not
Earth, and there are many elements that will readily dispel that
idea as you read on.  Nonetheless, Shaintar is designed to be
readily identifiable and highly accessible to the new player and
GM.  Classic elements, such as Fae, dwarves, swords, mages,
druids, demons, knights, dragons, unicorns, and much more are
present.  Not a lot of effort has gone into "re-inventing the
wheel," so to speak.  This is no slight on works that do present
extensive bestiaries resplendent with fantastic creatures that no
one has ever imagined, or social structures that have names and
concepts as yet unheard of.  These are noble and creative
endeavors, to be sure.  But many players (mysFae among them) yearn
for a world we "know," if only from the literature and media we
love as well as our own dreams.  A world we can enter as a new
character and pretend that we have lived here all our lives. 
Shaintar is meant to be that world.
     Which is not to say that Shaintar has nothing new to offer. 
There are plenty of twists on the old legends.  More importantly,
Shaintar is a dynamic and changing world in which political
intrigue mixes with mythological and mystic events to forever keep
heroes on their toes.  And the mythology itsFae puts some
interesting spins on the "classic" ideas of fantasy worlds.  For
example, imagine a world with no gods...
A Note On Presentation
     The document that follows is written in a style somewhat
different than that of the "typical" world book.  Shaintar is meant
to be a world that is explored, even in the reading of its
overview.  A simple presentation of facts and figures gives no real
insight as to the nature of a world; such data is, frankly, almost
meaningless in the long run.  It is less important to know how many
units a nation's army has than it is to know who that army's
commander is, what ranks there are (in case a player wants to play
a soldier in that army), and what the most famous units are.  The
GM should be (and clearly is) free to designate number values if
and when needed.  One never knows when the PCs will encounter the
general, and knowing something about who that person is may be of
greater value in the long run to the story.       The write-up is
intentionally eclectic in nature.  It is meant to draw the reader
in, encouraging them to discover the intricacies of Shaintar and
its people.  In the final evaluation, it is the people that mean
the most in defining the overall character of a world.

ALMANAC, AT A GLANCE
     Shaintar is comprised of one primary continent, with some
known islands, mainly to the south. Anything beyond that is
virtually unexplored, as is the land beyond the Everwall Mountains
to the north.  It is presumed that Shaintar is a spherical world,
but no expeditions have successfully proven this fact.
     The climate is generally temperate with four seasons; Winter,
Spring, Summer, Fall. The northern regions are cooler and prone to
harsh winters. The south is warmer, tending towards high humidity.
The western regions tend to be more arid than the east.
     There is one sun, and the days are approximately 25 hours
long. The "Thirteenth Hour" of the night often has mystical or
superstitious importance. Each year consists of sixteen months of
33 days each, except the first month of the calendar year, which
has been given 34 days to maintain proper balance. That day is
often treated as a "free day" in many cultures, meant only for
festivals or rest. The most common calendars recognize six day
weeks, with the sixth day normally being reserved for worship,
contemplation, or rest.
     The months are as follows: Falling Ice, First Hunt, Golden
Eagle, Planting Moons, Red Wolf, Eternal Sun, Thunder Hawk,
Festival Moons, Dancing Clouds, Forest Dance, Raining Leaves,
Harvest Moons, White Stag, Grey Winds, White River, and Dark Moons.
These names are in common usage in the Kingdom of Galea, the
Prelacy of Camon, and the Elvish Nation. In most places, the days
of the week have no special names, save the sixth day, which is
called Rest Day in Galea, Holy Day in Camon, and Jin'tola Hanais in
the Elvish Nation (which means "Day of Reflection").
     There are three moons that rule the night sky of Shaintar:
Unidar, Diadar, and Lianar. Unidar reaches fullness every month,
Diadar every two months, and Lianar every four. The three moons
share the same fullness cycle; thus they are all three full every
four months (often a time of mystical import as well). Unidar is
brightly silver in the sky, Diadar is bluish in coloring, and
Lianar is a very pale grey. As might be expected, the three moons
can often cause the seas to be quite violent, which is part of the
reason that exploration much farther beyond the main continent is
almost impossible.
     The main continent is over 4000 miles long north to south and
an equal distance wide at its widest point. Recorded history only
goes back a few thousand years, but the land is considered to be
much, much older.

THE WORLD BEYOND, CORELISIA
     According to Elvish legends, which are the basis for many
other cultures' belief systems, the world was created by the
entities Shanais and Targon. Targon is often referred to as the
Lord of Heaven, and Shanais is called the Spirit Mother. It is held
that they created the world and then brought forth the Ascended to
watch over their creation as they moved on throughout the cosmos to
create other worlds.
     The Ascended are not actually gods, but spirit guides and
guardians over Corelisia, the World Between Worlds that is the
realm of spirits. In the cultures that acknowledge them, it is
intrinsic in their beliefs that there are no "all-powerful" gods
ruling over them, but spirit beings that can provide guidance and
even some aid, and that these spirits protect them from the ravages
of the Abyss and the Nether, the regions of Corelisia that are home
to Demons and Necrolords.
     There were originally five Ascended: Vainar, Ceynara, Dranak,
Illiana, and Zavonis. Vainar was raised from the Elvish people to
be the leader of the Ascended, and his realm was that of the
Spirit. As the Soulfinder, he and those who served him would
oversee Corelisia as a whole and guide the spirits of those who
died to their places. But Vainar was tempted by the Necrolords,
offered power if he would but open the way for their access to
Shaintar and the region of Corelisia that surrounds it. The
Necrolords are mysterious and dark denizens of the Nether, a place
of great evil. They draw their power from death and corrupt the
Spirit realm wherever they gain access to it.
     Vainar sought to control the Necrolords, believing that if he
could accept their power and somehow control it, he could gain
control of them and restrict their depredations. He soon discovered
the folly of his actions as the power they gave him corrupted his
very soul. He now rules over the Necrolords (as he sought to do),
but he continues the very destruction and evil he sought to defeat.
He is now known as Vainar the Fallen, the Shadowlord.
     Ceynara was raised from the Humans and set to guard over the
gate to the Abyss. Spirits of fallen warriors were often sent to
her to aid her battle to fight off the Demons so that they could
not ravage Corelisia and gain access to Shaintar. But Ceynara was
seduced by Uldor, one of the great Demon Lords. He offered her the
throne as Queen over all the Abyss, and she accepted. Ceynara is
now known as the Demon Queen, and Uldor is her Prince Consort.
     Dranak was raised from the Dwarves to become Stonewalker, and
the earth and all its treasures became his realm. Illiana, raised
from the Dregordians, became Waverider, mistress of the Seas and
life-giving water. From the Avanars, Zavonis was raised to become
Windmaster, lord of the skies. The three of them worked to raise up
Vainar's sister, Landra, to take on the mantle of Soulfinder.
Unfortunately, the doing of this greatly drained their power, and
combined with the corruption already present in Corelisia, they are
now barely strong enough to withstand the combined might of the
Demons and the Necrolords.
     There are many lesser spirit beings in Corelisia, most of
which serve one of the Ascended. However, there are many who do
not, and many mysteries of Corelisia are yet to be discovered.

MAGIC
     Magic is very much a part of the world of Shaintar, and it
comes in varying forms. Magic is created by the channeling and
usage of Essence, the force that permeates all of Shaintar and
Corelisia and binds all things together.
     Mages channel essence by means of what they call the Pattern,
which is best described as an astral "layer" or "wall" between
Shaintar and Corelisia. Through this Pattern, they channel certain
weavings of essence into specific spells, and their craft is very
precise and difficult. It is also very dangerous; if they fail to
channel properly or control what they channel, then the raw essence
can tear their very souls apart.
     Druids are living conduits for the power of the Ascended. They
serve the Ascended, but not as worshippers; they are better viewed
as loyal representatives, or even partners in a fashion. The
Ascended provide access to Corelisia to wield power, and in return
the Druids promote the tenets of the Ascended. Druids are chosen by
the Ascended, and they often must go on special journeys to seek
their final destiny. Once someone takes on the mantle of Druid,
they are said to walk the Path.
     Adepts are practitioners of the Way, and they specialize in
manipulating the flows of essence from their own spirits.  Theirs
are the powers of the mind and the body; telepathy, illusion, and
physical enhancement are all within their grasp with the power of
mind over matter they may exert.  Adepts most often seek the ways
of peace, for peace brings a unity of mind, body, and spirit, which
is the desired state for an adept.  However, there are those who
are corrupted while following the Way, and they wield terrible
power.
     Necromancers are those who have opened themsFae to the magic
of the Necrolords, forever damning their souls but gaining them
great power. Through the conduits provided by the Necrolords and
opened into Shaintar by Vainar, they can tap into the raw essence
of the Nether, wielding the powers of Death and Entropy. Many
necromancers will attempt to extend their unnaturally shortened
lives by converting themsFae into liches, or else they will seek
out vampires to embrace them.
     Both mages and necromancers may seek to enact demonic rituals
and bargain with the dread lords of the Abyss; this is
understandably dangerous but can also be quite empowering.  The
price, however, is rarely worth it in the end.

PEOPLE AND THEIR PLACES
     The following is a detailed presentation of the various
societies and cultures (many of which are racially-based) and where
they are. The colors in [] indicate the color-codes for that
society's urban centers on the map.
     It will be noted that there are no set boundaries on the map. 
This is because, realistically, territory is defined by who exerts
the most control over it. There are no official lines recognized by
all. Multiple factions may lay claim to the same parcel of land; it
is the faction that exerts actual control over that parcel that
truly matters to the people who live there.

SUMMARY
     The northwest, north-central, and much of the wester portion
of the main continent is dominated by the human-founded Kal-A-Nar
Empire.  In the Northeast, the Goblinesh Clans rule, although they
are more or less a fractured collection of goblin, orc, and ogre
clans; their only common ground is mutual defense against the
Empire.  On the west coast, in the central part of Shaintar's main
continent, lies Dregordia, a tiny area ruled by the reptilian
species known by their homeland, Dregordians.  East of Dregordia
lies what was once the southwestern portion of the Empire, the
Eternal Desert; it is now under contention as a vicious civil war
is being waged between rival warlords, with the Youlin Aradi (a
native human species) caught in the middle. Continuing eastward
across the central portion of Shaintar (Note - the main continent
is often referred to by the same name as the world.), there is the
Prelacy of Camon, another human-based nation that is run by the
Church of Archanon.  In the mountain ranges that surround the
Prelacy lay the dwarvish Clanhomes; theirs is a decimated species
struggling to rebuild.
     Spanning across most of the southern portion of Shaintar is
the human-ruled Kingdom of Galea.  Within Galea lies the center of
the Elvish Nation (in the Silverthorne Forest), although the elvish
people span across the world.  The southernmost peninsula of
Shaintar is the home of the Freelands, an area dedicated to ruling
itsFae without nobility, feudalism or despotism.
     Off the southwest coast of the continent, there is the island
nation of Korindia, populated by a mysterious people said to be
descended from mixed breed children of humans and Fae.  Far to
the southeast lie the Pirate Archipelagoes, a collection of islands
ruled by bandit kings and pirate princes.
     Scattered across the continent are tribes of Avanar (winged
folk, extremely rare) and Brinchie (a nomadic felinoid species).

THE KAL-A-NAR EMPIRE [RED] - Banner - Red Gauntleted Fist on
a Black Field

FACTS IN BRIEF - Human-dominated empire that controls the northern
and western portion of Shaintar.  Warrior society; Warlords rule
over all with a mighty and feared army.  Extensive slave trade. 
Diverse economy, heavy emphasis on mining and manufacture of
materials for war.  Main race (humans) characterized by enhanced
physiques, blond to red hair, and square-ish features.
     Role-playing Notes - This is the "Bad Guy Empire."  The Kal
are mean, war-like, and consider themsFae superior to everyone. 
Consider them a combination of the Klingons (in the "bad old
days"), Romulans, the Empire of Star Wars, and Nazis.

     1600 years ago, the barbaric Human tribes far to the north
began to coalesce into a single society. Ever-stronger warlords
gained control over more people and territory, subjugating the
weaker peoples in their regions and building larger and more
powerful armies. By enslaving the dwarvish populace of the Everwall
Mountains, they were able to obtain armor and forged weapons, thus
increasing their capabilities for war immensely.
     It took another 300 years for them to finally unite under one
banner, that of the Vos-Dair-Az (Grand War Marshall) Jolokas ki
Grilnas. His brilliance amongst his peers won him every major
battle he ever fought. He parlayed this brilliance into political
stratagems that ultimately created the Eleran m' Kal-a-nar, the
Kal-a-nar Empire, with himsFae as its Emperor. (Note: Kal-a-nar
means, literally, "The People of Glory.")
     After many years of warfare against all who would oppose them,
the Empire sprawls across vast distances. It dominates the northern
part of the main continent, and it spreads out along the western
side almost to the very southern end. Entire societies have been
engulfed within its control, most of which have been turned into
slave castes. Some of these people include the Youlin Aradi ("The
People of the Sun") of the Eternal Desert, the Everwall Dwarves,
and the Fae of the Forever Forest.
     The Empire remains very militaristic in its design. The
Tor-Eleran ("Army of the Empire") is the true power of the society,
and Warlords rule over all. There are nobles, but only those with
rank in the Army have any real standing. There is also a very
strong caste structure within the Empire's society , and it is
observed religiously. Women can achieve, but they must strive hard
to do so (and still have limits as to how high they can go). 
However, there are no restrictions to women serving in the
military. Non-humans, though, are (at best) slave labor.  

ZOVOS-DAIR-AZ (Supreme Warlord, Emperor)
     Currently Harkor ki Doman
|
VOS-DAIR-AZ (Grand Warlords)
     There are three of these: Farak ki Doman (Harkor's brother),
commanding the West; Jolokas ki Harkor (Harkor's son, named after
the first Emperor), who commands the Heart (the north-central
region); and Unikon ki Yolot, who commands the East.  There was a
fourth, who commanded the South. Since the Tantor-voshnos ("The
Dread Betrayal"), when the Vas-Dair-Az m' Surnas (Grand Warlord of
the South) declared the Eternal Desert his own, there has never
been a replacement. It is said that the Emperor has declared the
title go to whomever brings him the head of Soman ki Akara, the
Ruler of the Eternal Desert.
     The Vos-Dair-Az are considered Az-ri (High Lords). They
command the vos-daizars, the over-armies of the Empire.
|
AZ-RI (High Lords)
     The highest caste of nobility. They rule over regions, though
if they are not themsFae Warlords, they are considered lesser
than the Warlord that serves that region by most.
|
DAIR-AZ (Warlords)
     These are the commanders of the daizars, the war clans of the
Empire. Many Dair-az serve also as Az-Fal, and are considered to be
of that caste of nobility.
|
AZ-FAL (Lords)
     The middle rank of nobility. Az-Fal rule over city-states, or
else they oversee regions of more rural areas.
|
DAIR-KAN (War Commanders)
     This is the rank of those who command kantors, the largest
unit within a daizar (essentially, a division). Dair-kan are
considered Az-Dren.
|
AZ-DREN (Demi-lords)
     This is the lowest rank of nobility in the Empire. At best,
they rule over towns. In most cases, however, they are in other
bureaucratic positions that are too important or of too much status
for non-nobility. Of course, there are many Az-dren that are either
in the military or otherwise little more than "window dressing" in
the Imperial Court.
     Az-dren is the highest caste a female may ever achieve.
|
DAIR-GOL (War Leaders)
     This is the next rank down. Dair-gol usually command yanar,
brigade-level units in the daizars.
|
DAIR-ENDAR (War Chieftan)
     The next lower rank, often found commanding ultors, the
battalion-level units of the daizar
|
SADAR-NOM ("Celebrated Name," a High non-lord)
     Sadar-nom is the highest caste attainable by anyone not of
noble blood. Celebrated heroes, great artisans, or very successful
merchants are often elevated to this caste. The Emperor must
approve any such appointment.
|
DAIR-KRON (War Captain)
     The rank of those found in command of company-level units.
|
ANDAK-GOL (Battle Leader)
     The lowest officer rank in the daizars (the equivalent of a
lieutenant). The units they normally command are called mantas.
|
VOS-FANAR (High Merchants/Bureaucrats)
     These are the truly successful merchants that have attained
great wealth. Usually, this caste is only attained through
inheritance and blood, though it is possible to be awarded this
caste. This caste also represents the highest non-noble
functionaries of the government.
|
VOS-INIKAR (High Artisans/Craftsmen)
     Only the greatest and most successful of their craft attain
this caste, although the caste is hereditary. Only certain crafts
are considered worthy of the caste, such as weaponsmiths, armorers,
builders, and the like.
|
MAS-GOL (Squad Leader)
     These are the "sergeants" of the daizars. They lead units
called mas.
|
DREN-FANAR (Low Merchants/Bureaucrats)
|
DREN-INIKAR (Low Artisans/Craftsmen)
|
ANDAK-TOR (Soldier, "Battle Sword")
     These are the rank-and-file troops of the daizars.
|
THOMARIN (Farming Landowner)
|
DREMARIN (Retainer/Servant/Worker)
|
VOS-ULIN (High Slave)
     Gladiators, noble servants, and those that work within
upper-level positions with some responsibility are of this caste.
Vos-ulin are treated relatively well and are valued by their
owners.
|
DREN-ULIN (Low Slave)

Kalinesh terms: A brief glossary of Kalinesh words-
agkar - death
andak - battle, skirmish
Az - Lord, Noble
Azkal - The Nobility, those of noble blood
cro - pit, hole
dair - War, Conflict
Dair-Az - Warlord
daizar - War Clan, Army
dremarin - servant, retainer, worker, laborer
dren - low, beneath
Eleran - the Empire
endar - chieftan, ruler
esnor - east
fal - moderate, mediocre, acceptable
fanar - merchant, shopkeeper
gol - leader
inikar - artisan, craftsman, performer
junin - mage, spellcaster, strange magical being
junos - magic
kal - people
Kal - The People (the descendants of those who started the Empire)
kan - commander, general
kes - Daughter of
ki - Son of
kom - heart, center
kron - captain
m' - of the (short for mir-ki)
mas - squad
maris - serve
mastak - truth, fact
mir-ki - of the, belonging to
nar - Glory, Renown
nok - no
nomas - name
nuras - north
og - Eye
ri - high, elevated
sadais - honor
sadar - honored, celebrated, favored
su - yes
surnas - south
tantok - Dread, Evil, Horrible
Tantor-voshnos - The Dread Betrayal
thomal - farming, agriculture
thomarin - farmer, field-owner
tor - sword, blade (colloquially, "honored servant/soldier)
ulin - slave
ulin-tor - gladiator, slave-fighter
vos - great, grand, honored
Vos-Dair-Az - Grand Warlord
voshnos - Betrayal, Dishonor
wesnor - west
zonias - frontier, outland
zovos - above all, greatest
Zovos-Dair-Az - Supreme Warlord, Emperor

Other Items of Note:

The Andak-cros - The gladiatorial arenas (literally,
"Battle-Pits"), where gladiator slaves are pitted against each
other in bloody contests. Prisoners and criminals are likewise
thrown into the pits. As of late, various mages and necromancers
have started sending creatures of unknown origin into the pits as
well, much to the delight of the nobility and horror of the slaves.

Az-agkar - The Death Lords, a guild of necromancers that advise the
Emperor and serve his (as well as their own) interests. Their
elevated status is the cause of much consternation within the
nobility of the Empire, and they are much of the reason that Soman
ki Akara led the revolt of the Eternal Desert daizars.

Az-junin - The Mage Lords, the rival guild to that of the Death
Lords. The mages of the Az-junin are known for their ruthless
fascination with all things magical and their demon-worship.

Tor-Sadais - The Sword of Honor, the elite daizar that serves the
Emperor directly.

Tor-Mastak - The Sword of Truth, possibly the most reviled unit in
the entire Empire. They are the secret police and security units of
the daizars. They operate with complete impunity and can
investigate anyone save the Emperor himsFae. They may even target
the Emperor if all existing Vos-Dair-Az agree to it. They are
renowned for their cruelty, ruthlessness, and efficiency. They have
a close relationship with the Az-agkar and Az-junin. The Tor-Mastak
is also charged with finding and retrieving (or killing) all
escaped slaves.

Tantor-voshnos - The event known as the Great Betrayal began in
3009, when the Vos-Dair-Az m' Surnas, Soman ki Akara, declared that
the Empire had fallen to ruin and dishonor and that the war clans
under his command would secede from the Kal. This has sparked a
civil war of immense proportions within the Empire. It is not
helped by the fact that there are quiet grumblings within the Azkal
(noble blood) that there is reason to accept some of what Soman
claims. What makes it worse for the Empire is that Soman is
considering releasing all of his ulin, elevating them all to
Dremarin caste. This would bring nearly all of the Youlin Aradi
(the original dwellers of the desert) to his banner

THE KINGDOM OF GALEA [DARK BLUE] - Banner - Silver (or
White) Unicorn on a Blue Field

FACTS IN BRIEF - Feudal kingdom that covers much of the southern
portion of the main continent. Ruled by a benevolent monarchy and
influenced by ruling noble Houses. Galea has strong ties with the
Elvish Nation, the Druids, and the Clanhomes. Economically diverse
with strength in agriculture and sea-borne trade. Skilled army and
navy. Racially diverse; humans comprise the vast majority. Humans
are of various physical characteristics (although brown and black
hair and dark eyes are most common)
     Role-playing Notes - This is the "Good Guy" kingdom, the
almost-ideal medieval kingdom.  There are evil, corrupt factions
within to be struggled against, but the core is good and
benevolent.

     As the Warlords began to conquer the northern lands and
enslave all who were not of their people, many tribes fled to the
south of the continent.  The Great Exodus brought literally
hundreds of thousands of refugees streaming into the southern
lands; most of these people were human, but among them were also
Fae, dwarves, brinchie, and even goblinesh.
     Over time, the various tribes began to organize and become
more civilized.  Conflicts over lands and resources erupted
rapidly, and for many years the southlands were beset with warfare
and bloodshed.  The escaped tribes threatened to destroy themsFae
even after they had managed to escape destruction at the hands of
the Kal.
     Finally, just over 600 years ago, one man came forth to unite
the various clans and tribes and try to save them from themsFae. 
Vol Al-daya, Chieftan of the Tribe of the Silver Unicorn, had
managed to bring together numerous tribes in the eastern part of
the southlands and become known as the King of the East.  His
desire for peace brought him the support of the Druids and the
Elvish Nation.  With their assistance, he led a great army forth
from the east and entered into the lands of the other warring
tribes all around.  He did not seek to conquer or enslave, but to
entreat the other chieftains to come to peaceful terms.  He was
forced to crush the more war-like tribes and to conquer those who
refused to negotiate; however, it is generally believed that he was
fair and benevolent in his actions and in his treatment of his
foes.
     Ultimately he brought almost all of the southlands under one
rule and founded the Kingdom of Galea (for his Elvish bride,
Galadrea, whom he married for love as well as to seal the peace
with the Fae).  The most notable exception are the Freelands to
the far south, which he left alone when faced with the valiant and
defiant Freelords of Lone Keep; though they numbered a scant few
hundred, they were willing to defend the autonomy of the Freelands
to the last one of them.  On that day, Vol Al-daya signed a pact in
blood with their commander that pledges Galea to support the
freedom of the Freelands.  That pact stands to this day.

     Galea has become the center of civilization for many people
and stands as the primary opponent to the Empire.  It is a wealthy
and prosperous kingdom with great diversity in its economic makeup.

The populous is generally content and well-treated; there are no
serfs, and only the most crass of the nobility uses the term
"peasants."  The people of Galea are called just that - people, or
else citizens.  The landed nobility "own" the lands around them
only tacitly; they are more governors than lieges.  There are
families that serve the nobility and the lands they actually own,
but they are not slaves.  The arrangement between liege and servant
is one of mutual benefit and is not to be abused (though it often
is in areas far from the capital).
     Galea is divided into fourteen Provinces, headed by the ruling
Houses. Though it is smaller than the Kal Empire, it has the
support of the Elvish Nation, the Druids of Mindoth's Tower, and
the Clanhomes of the Wolfhead Mountains.  The Kings and Queens
since Vol have maintained his precedent for peaceful and benevolent
rule (although there is the stain of corruption and dark plans even
within the very capital).
     Of important note is the Council of Rulers.  This body was
formed by King Evan Argorn and consists of the Dukes of each of the
Provinces as well as the King of the Dwarves, the High One of the
Elvish Nation, and the Arch Druid of Mindoth's Tower.  Normally an
appointed representative sits upon the Council for each Ruler and
acts in their stead, although it is not uncommon for each of the
actual rulers to serve the seat in times of crisis.  Originally a
strictly advisory body, the Council has been given some power to
make judgements and enforce certain laws.  One of their primary
purposes is to oversee the peaceful succession of the Throne.
     On the social scale, Galea is quite progressive and
benevolent.  Women may achieve any rank and status they desire
(though it would be a cruel lie to let anyone believe that they
have it as easy as men).  Galea is the only (human) kingdom in the
history of Shaintar to have a ruling Queen. Additionally, they may
serve in the military (although there are Houses, such as Malakar,
that forbid women in their units).  Non-humans are welcome in
Galea, and there is a wide diversity of species living in the
kingdom.

Titles and Ranks
     Although there is no caste system (as is found in the Empire),
Galea still has recognized ranks and titles, as well as an
established nobility.  The following are notable titles and ranks
in order of precedence:

King and Queen - The ruling entities of Galea.  The Queen only
assumes the throne when there is no heir and she is judged
competent to rule by the Council of Rulers.

Crown Prince - The established heir to the Throne of Galea. 
Traditionally, he will sit as Regent over the Ruling House if he is
old enough.

Prince and Princess - Titles given to siblings of the Crown Prince.

This is also the title given to whomever stands as the 
Heir Apparent, the individual deemed most likely to take the Throne
if something should happen to the King.  The Heir Apparent is
designated by the King, but they still must pass the Judgement of
Succession administered by the Council if and when the time comes.

Duke and Duchess - Title of the heads of each of the ruling Houses
and, therefore, each of the Provinces of Galea.  Often considered
"minor kings" in that they hold command and control over large
areas and populations.

Chancellor - The highest non-ruling title given by the King. 
Although it normally is bestowed upon an heir, no post is
intrinsically hereditary.  The King may therefore appoint and
remove Chancellors at will.  The posts served by Chancellors are
very highly-placed, such as important advisors and Chief Diplomats.

The Head of the Royal Staff is the High Chancellor.  When
necessary, the High Chancellor has stood as Regent over Galea.

Baron and Baroness - Titles of ruling landowners within the
Provinces.  Barons usually rule from a central municipality (such
as a township of keep).  A Baron is usually served by various Lords
and either a Commander (if his realm is of strategic value) or a
Sheriff.

Lord and Lady - Titles that stand as the proper address for any
nobility lesser than Prince or Princess.  This is also the standing
title of honor granted to any appointed official in the service to
the Throne.  Note that the title of Lord confers nobility upon the
family of its owner; it is therefore more than possible to achieve
nobility without having to be "born to it."

Master and Mistress - Titles of address for most non-nobility
persons of status, such as guild masters, highly-placed merchants,
bureaucrats, mages, and teachers.  It is also in common usage as a
title of address for anyone not of nobility (which sometimes grates
upon the nerves of those who bear the actual title).

Knight - Special military title awarded to soldiers who meet
stringent requirements of training, service, valor, and character. 
This title can be awarded by any nobility of the ranking of Duke or
above.  The King may choose to grant Knighthood to anyone at his
leisure.  A Knight, in turn, may appoint a number of Squires (who
are considered to be viable candidates for Knighthood).

The Nobility and Houses of Galea

King Argon Aladay(House Aladay) 
     Queen Grenia (of the Olaran family)
          Heir Apparent, Prince Kale Aladay
          Royal Regent, Lord High Chancellor Rembroke Lyonn
          Chief Advisor, Lady Chancellor Paridia Vai’tior

House Aladay –Argon Aladay, King of Galea (Aladay is regented by
Urik, Duke of Gryphon)
     Aladay holds control over Gryphon, Clayton, Dwyer, and the
capital Galadrea.  Aladay is the ruling house of the kingdom and
has been since the beginning of the kingdom.  The house has a
reputation for benevolence and a reluctance for war.  They are
quite wealthy with high interests in shipping and trade. 
Unfortunately, their house is also the target of much anger,
jealousy, and spite.  They have long been criticized for their
"more-than-friendly" relations with the Elvish Nation and other
outside influences (enemies often refer to them as "Fae-Lovers" due
to the high number of elvish-human relationships common to their
line, including Vol himsFae).

House Lyonn - Reneau Lyonn, Duke of Vale
     Lyonn commands only the strongholds of Vale and Deridius, yet they 
also command one of the largest tracts of land of any house.  Lyonn is
a very traditional agricultural house.  It follows the "old ways"
more than most houses and has a reputation for stuffiness and
arrogance. However, Lyonn has ever been loyal to the Throne.

House Avanon – Thomas Avanon, Duke of Lakehold
     Avanon commands the north border with Camon, and they hold
Lakehold, Eagle Watch, and Northwatch in their sway.  Avanon has always
been strongly allied with Aladay and very loyal, and their power is
considerable with extensive trading, mining, and agricultural
interests.

House Furrel - Olivia Descane, Duchess of Riverend
     Furrel has always been dominated by merchant lords and trader
barons, and Duchess Olivia is the craftiest businesswoman in the
realm.  In addition to Riverend, the house controls the agricultural 
area around Tierny and the additional riverport called Halfway.

House Danatar - Shaunnessy Danatar, Duke of Avalar
     Danatar, which controls the seaports of Aradar, Enor, Falcrest, and Northpoint, and the landlocked Oakwood, has always borne the reputation of
being a house of scoundrels and adventurers.  This is not entirely
undeserved, as many a famous pirate or privateer has Danatarian
blood.  Oddly enough, there seems to be a bond between their House
and that of Aladay (something else that provides ammunition to
Aladay’s enemies).  To their credit, House Danatar boasts some of
the greatest sailors in history, including the current Grand
Admiral of Galea. They are also one of the wealthiest families in all of Galea.

House Saldar - Ander Venere, Duke of Volstead
     This house is one of the most unremarkable of the noble clans,
ever plagued with rulers bereft of ambition.  Commanding the ports
of Volstead and Fendwyr’s Point, and the agriculture center of Eristead, it could be a quite influential and wealthy house, except that making do has
always been enough.  This is highly ironic in that Volstead was the
original home of Vol Al-daya.

House Kahnar - Tolin Kahnar, Duke of Karas
     The House of Kahnar has ever stood as the symbol of pragmatism
and sFae-reliance within the noble houses of Galea.  When times are
good, the Kahnars prepare for the worst.  When they are bad, Khanar
stands firm to help hold the kingdom together.  The nobles of
Kahnar are the epitome of gentlemen farmers.  Their holdings
include Karas, Douly, and the legendary crossroads town of Five Cross. Not surprisingly, this house has strong relations with the Kingdom of Olara.

Other Elements of Note

The Army of Galea
     Galea's army has ever been impressive in its structure and
capabilities.  For all their faults, the Olarians have produced
some of the finest generals in the history of Shaintar, which in
part explains why the Empire has never been able to successfully
invade Galea.  Ranks of lieutenant or higher are considered a kind
of nobility in Galea and are afforded certain considerations as
such.  A Lieutenant or Captain is roughly equivalent to a Master,
Colonels and Commanders are on par with Lords, and a General is of
a status with a Baron.  The titles are not conferred, however.  An
officer is addressed by their rank, not by "Lord" or "Master."  The
honorific of their rank is retained even after retirement or
mustering out.

     There are 16 standing legions in the Galean Army; one for each
of the Houses, as well as one that serves the Throne directly
(there are those that grumble about this giving Aladay control over
two legions) and the Legion of Silverthorne, the army of Fae
dedicated to preserving the Kingdom (yet others complain that this
means Aladay essentially controls three legions).
     Each legion has anywhere between two and six brigades (units
of between 5000 to 8000 troops).  Each brigade consists normally of
four or five battalions.  A battalion has a normal compliment of
four combat companies and a support company.  Each company usually
has four platoons, and each platoon normally has 40 to 50 men in
it, divided evenly into squads.
     Some of the more famous units in the Army include the 3rd
Dwarvish Mountaineer Battalion (serving in the Legion of Aladay),
the Blue Feather Battalion (the elite archer unit in the Grand
Legion of Galea), the 7th Lyonnese Infantry Battalion, the Lance of
the Shining Gauntlet (a company of the Legion of Olar), the Knights
of the Black Pegasus (a company within the Legion of Avanon), and
the King's Shield (a special company directly attached to the Royal
Family).

Rank Structure

*Grand Marshall - The highest military leader (below the King) in
Galea.  The Grand Marshall is normally given the status of a
Chancellor, although in times of active warfare, he is elevated to
the same level as the High Chancellor.  

*General - Rank given to those who command one of the legions of
the kingdom.  It is also the rank of  the Grand Marshall's Chief of
Staff.

*Commander - Rank of those who command brigade-level units within
the legions.

*Colonel - Rank of those commanding battalion-level units.

*Captain - Rank of those commanding companies.

*Lieutenant - Command platoons and serve as staff officers.

*Master Sergeant - Highest ranking non-officer rank in the army. 
Master Sergeants normally serve in staff positions, training posts,
or as the ranking sergeant at the battalion level.

*Sergeant - Field leader for small units or assistant commanders
for Captains and below.

*Corporal - Lowest rank of distinction; achieved for duration and
meritorious service.  Normally only accrues a raise in pay and
privileges, although corporals can often be assigned temporary
command of a squad

The Galean Navy
     Although most combat takes place on dry land, no one may
discount the importance of Galean Navy to the continued survival
and prosperity of the Kingdom.  It is because of the skill,
prowess, and valor of the men and women of  the "Blue Sails" that
the Empire cannot launch a full-scale naval assault against Galea
(the "Blue Sails" refers to the expensive but traditional
convention of raising blue cloth sails on all Galean warships and
ships of state).
     The whole of the navy is commanded by the Grand Admiral.  There are 
three fleets - the Southern Fleet (or "Southfleet" as it is often called), 
which patrols the southern coasts and protects merchants from pirates and raiders; the Northern Fleet (or "Northfleet") that protects the northeastern
shores as well as Caldor Bay and serves as the Fleet of the Throne; and the Western Fleet (or "Westfleet") that dominates the waters of western Galea. Each fleet is commanded by an Admiral.
     The Navy utilizes three main craft types - sloops (fast, light
craft), the mid-sized galleys', and the dramatic and enormous
galleons.  The commander of each craft is a Captain (although
unofficial status is accrued towards the captains of larger craft).

There is only one type of unit within a fleet - a Wing (to this
day, no one is quite certain why they are called this, although it
is speculated that early sailing ships gave their pilots the
sensation of a kind of flight).  Wings are commanded by Commodores.
     There are four ranks in the Galean Navy below that of Captain.

The First Officer serves as a captain's second-in-command and
handles the administrative operations of a ship.  The Second
Officer is the third-in-command and handles the night watch aboard
the ship.  The First Mate is the highest non-officer aboard and is
in charge of the daytime operations; the Second Mate handles the
same job at night.

Mindoth's Tower
     Two-hundred miles due east of the town of Syvan, at the head
of the Green River, lies the gargantuan dormant volcano known as
Mindoth's Tower.  It's spire reaches into the very heavens, and it
is the largest enclave of Druids on Shaintar.
     Although there is no official "church" of the Kingdom, there
has always been a strong bond between the Throne and the Tower. 
Druids can be found throughout the Kingdom of Galea, and they are
highly respected and revered.  There are few places where a Druid
cannot expect hospitality.
     The Tower is a place of peace, tranquility, and study. 
However, it is far from undefended.  In addition to the Druids
themsFae (whose powers are not inconsiderable), entire clans of
Fae, dwarves, brinchie, and humans live and serve in the Tower.

THE PRELACY OF CAMON [ORANGE] Banner - Red upright Sword on
a Golden Shield on a White Field

FACTS IN BRIEF - Human church-state run by the Church of Archanon. 
Ultra-conservative, restrictive, heavy emphasis upon order and
discipline.  Racial policies border on fanatic; non-humans clearly
unwelcome.  "One True Church" dominate the entire culture.  History
resplendent with "class and style," elements of the culture which
struggle to be maintained.  Large mining operations that are used
to trade with the Empire on a limited basis.
     Role-playing Notes - This area is patterned a great deal off
the "worlds" depicted in Ladyhawke and The Three Musketeers.  The
Church is a dark, sinister, ominous presence full of corruption. 
There are "freedom fighters" that are very much like the Musketeers
(the Cavaliers).  All in all, the Prelacy is another place full of
"Bad Guys."

     Not all the people who fled the Warlords came under the banner
of Galea.  Various warring tribes, bent on destroying themsFae,
first found the Light of Truth, the Justice-Bringer, the One True
God - Archanon.  Deep within the Great Valley that lies between the
Northern and Southern Fangs, the Church of Archanon (also known as
the One Church) was founded in Camondel.  No one is quite certain
exactly when or how the worship of Archanon began, although the
Church claims its existence to be since the dawn of time. There are
estimates that the Church came into being around 700 years ago. 
Some speculate that a man of some influence must have misunderstood
some supernatural event he witnessed, or else another used magic to
fool those around him that a true god existed.  Still others
speculate that Archanon was fabricated for the sole purpose of
uniting the warring tribes under one rule; a shrewd move that led
to a select few obtaining great power (this theory is widely held
by both the Druids and the Elvish Nation).
     Whatever the origin, the Church has always determined the fate
and direction of Camon.  At first, the Church merely backed the
feudal lords they thought most capable of bringing stability and
order (the major precepts of the Church, as commanded by Archanon).

With the support of the church and the firm belief that these lords
were ordained to rule, the Kingdom of Camon came into being shortly
after that of Galadrea.
     Like Galadrea, ruling families became Houses.  However, Camon
took on a more "traditional" feudal structure; the land only
belongs to the nobility, and all those who live and serve on that
land are serfs, in most cases little better than slaves.
     Over time, the Church became more and more powerful.  Laws had
to be brought before the leadership of the Church before they could
be enacted (to ensure that no holy dictates were being controverted
or ignored), and all appointments had to be approved as well (to
ensure that no one unblessed by the One True God received unjust
rewards).

     Finally, the perfect moment came for the Church's next move. 
In 2835, King Warick Devane died with no direct heir.  Normally,
the Church would oversee the succession by receiving petitions from
all comers.  However, the Grand Archcardinal declared that Archanon
had spoken to him in a vision.  Archanon was displeased; secular
factions could not rule the Children of Archanon properly, and
chaos and corruption abounded in Camon (never mind that most of
this corruption stemmed directly from the Church itsFae). 
Therefore, the Holy Archcardinal had been ordained to rule, and
Camon was to be converted into a church-state.  Thus, the Prelacy
was born.
     The heads of each House became the Noble Council, and their
role is (tacitly) to provide administration over the lands and act
as an advisory council for the Grand Archcardinal.  In actuality,
they are little more than figureheads; even their land belongs to
the Church first before them ("as is our God's due").  In addition,
the state of a house can change upon the whim of the Church
leadership.  One angered bishop can lead to the second cousin
(once-removed) of a major house suddenly becoming its head and
master.
     By design, the nobility is fractured and manifold; there are
37 recognized houses.  Of those houses, only seven are considered
Greater Houses; the remaining houses are (naturally) referred to as
Lesser Houses.
     The Prelacy of Camon's policies are dictated by the belief
structure of the Church.  They are very oriented towards absolute
order and discipline.  Traditions and conservatism are highly
respected.  Women have little opportunity for advancement and can
hold no major positions; they certainly cannot serve in the
military.  Humans are the only "blessed" race; all others are
either cursed and to be pitied (such as the dwarves, who the
Prelacy must maintain civil relations with to survive) or the
children of Evil (especially Fae).  Obviously, bigotry and racism
are rampant in Camon.  In addition, anyone practicing magic or
essence channeling of any kind is touched by demons and necrolords
and therefore must be brought before the Church to answer for their
crimes (almost always punishable by death).  Obviously, mages and
druids have little love for the Prelacy.

Titles and Ranks of Camon

The Grand Archcardinal (The Most Holy, Anointed and Exalted Lanier Fareneux) - This is the highest office in all of Camon.  He is both
the leader of the nation and the highest authority in the Church of
Archanon.  The current Archcardinal was at one time the Cardinal of
State; he was instated after the passing of the previous
Archcardinal, who named him as the chosen successor.  This is the
most common means of determining who ascends to a particular
position of authority within the Church; the current holder names
a successor.  The successor is ratified by a body of peers, which
is normally only a formality.  The proper form of address for the
Grand Archcardinal is "your Excellency," "your Worship," or "Most
Highness."

The Cardinals - The next highest tier of authority in the Prelacy. 
Technically, they are peers, but there is certainly a "pecking
order."  The following are the Cardinals, in order of their
influence and perceived power.

     The Cardinal of the State (His Excellency, Davon Ord) - Early
     on, this was the only office in the Church that was directly
     and overtly involved in Camon politics.  The Cardinal of the
     State directly interacted with the King and his councilors,
     representing the Church's interests.  Now, this office
     oversees the day-to-day administration of the government, as
     well as all diplomatic issues.  It is, therefore, the direct
     government for the people of Camon.  Davon Ord is a competent
     and capable administrator, but he has a very non-aggressive
     personality.  He is very much Fareneux's man.

     The Cardinal of Judgement (His Excellency, Harken Lorre) -
     Probably the most reviled office in the Church, it is also one
     of the most powerful.  The Cardinal of Judgement is
     responsible for ensuring that all the laws of the Church (and
     therefore, the state) are kept and enforced.  The Holy Courts
     are his jurisdiction, and he has absolute autonomy in pursuing
     the truth of matters.  This means that his servants may use
     coercion, torture, and subterfuge to seek truth and enforce
     laws.  Harken has lived up to the very image of the
     office; he is easily the most feared man in Camon, even next to Fareneux.

The Supreme Paladin of the Holy Sword (His Lordship, Sir Nedderik Juneau) - In the early days, the Paladins of the Holy Sword
     were strictly the protective guards of Church officials.  At
     best, they supplemented Camon military forces, and then only
     in defense.  However, as the Church gained prominence, the
     Paladins became the enforcement arm of the Church, acting on
     the behalf of any of the Cardinals and, eventually, almost any
     church official.  When the Church took over, it took control
     of the Camon military.  The commander of the Paladins became
     the supreme commander of all Camon forces.  The Paladins
     remain the elite force that serves the Church directly, and in
     recent years they have been particularly active in assisting
the Cardinal of Judgement's office.  Sir Nedderik has no equal in single combat and is a monstrosity of a man.

     The Cardinal of the Treasury (His Excellency, Charles Quarrels)
     - The running of a church, especially of one of such large
     proportions, requires an extensive and well-run treasury.  In
     the early times, the duty of overseeing the treasury fell to
     the office of the State, but it grew to such proportions that
     it ultimately justified its own office.  The Cardinal of the
     Treasury now must be a man of particular business acumen, as
     trade and economic issues are his purview.  Quarrels is
     a meticulous man of exacting nature.  He is excellent at
     administering his office, but he is a less-than-popular man. 
     He has little care for politics outside of his office.

     The Cardinal of Holy Records (His Excellency, Wenford Jenkins)
     - The Library of Camon is one of the largest repositories of
     knowledge in all of Shaintar.  Unfortunately, the practice of
     suppressing knowledge is alive and well in Camon, and a large
     percentage of what is stored there is kept from public
     consumption.  This office is the lowest of all Cardinals for
     a reason - it has very little to do with the operation or
     function of the Prelacy.

The Prelates - Each of these individuals is "ranked" as an
archbishop.  There are other archbishops as well, but they do not
hold the same influence as the Prelates.  The Prelates actually
govern portions of Camon.  Technically, they are expected to
"coordinate" with the secular leaders from those areas.  This has
long since been virtually ignored or barely recognized as a
formality anymore.

     The Archbishop of Tyrene (His Excellency, Edwin Branard) -
     Territory includes Tyrene, Purity, and Zyel.

     The Archbishop of Lanier (His Excellency, Sharlon Toman) -
     Includes Lanier and Hart.

     The Archbishop of Furalor (His Excellency, Stephan Corlion) -
     Includes Furalor and Aladel.

     The Archbishop of Centerport (His Excellency, Randolph Evans)
     - Includes Centerport, Deloman, and Rampart.

     The Archbishop of Krinura (His Excellency, Ulric Nollan) -
     Includes Krinura, Branis, and High Port.

The Archbishop of Faraway (His Excellency, Gerard Devane) – Includes Faraway and Northface.

     Note - Citadel Defiance is directly controlled by the Supreme
     Paladin.  Camondel is the city-state of the Grand
     Archcardinal.

Archbishops - This is the level of church-state official that
oversees a particular church of some size and significance (for
example, the church in High Port).  They are also the
administrators of local government.  Still other Archbishops hold
offices as diplomats, judges, arbitrators, and advisors. 
Archbishops are addressed as "Excellency."

Duke - The highest secular title still permitted within Camon. 
Only the heads of the seven recognized Greater Houses may claim the
title.  The seven Houses are Travane (Faraway), Rhodes (High Port),
Baravold (Furalor), Moore (Centerport), Aldayern (Aladel; believed
to be related to the ruling house of Galea), Verrin (Gateway), and
Chantolier (Lanier).
     Only in the most formal (and least important) settings is a
Duke afforded his actual status over such church officials as
Bishops and Vicars.

Bishop - Well-respected and important, Bishops oversee much of the
high-level bureaucracy of Camon, as well as overseeing the mid-size
churches.  Bishops are afforded the "Excellency" address.

Vicar - The next level down, considered little more than a
"between-step" towards Bishop status.  The smallest churches that
still exist within a town are headed by vicars usually.  Vicars are
addressed as "Lordship."

Baron - The title afforded to the heads of the 30 Lesser Houses. 
Their rank has little meaning save to those within their families.

     The bottom ranks of the Church are filled by (in order of
status), Rectors, Curates, Deacons, and Monks.  Each of these is
normally addressed as "Father," although monks are also rightfully
addressed as "Brother."

Other Elements of Note

The Army of Camon - As stated, the Camon military is under the
direct control of the Supreme Paladin; he is functionally the Grand
Marshall.  The rest of the Army is organized in an almost identical
fashion to that of Galea.  The Camon army is about two-thirds the
size of that of Galea, but its discipline level rivals that of the
most crack units of House Olar (of Galea).
     In addition, there is the distinct and separate Paladins of
Archanon, an elite military force of much greater status and (it
must be said) elite capabilities.  Their prowess is matched only
with their fanaticism, making them dangerous foes indeed.

The Navy of Camon - For many years, there was not even such a
thing.  However, the last ten years have seen a dramatic
improvement in Camon's sea power.  They have only one major port
(High Port), but from there they can launch an armada that
certainly challenges the (albeit lacking) Kal-a-nar fleet.  They
still have no hope of meeting the Galean navy (the Northfleet alone
is larger and more capable), but they are certainly no
inconsequential threat.

The Cavaliers - The traditional house guards of the nobility of
Camon, the Cavaliers were all but disbanded when the Church assumed
power.  Their numbers were forcibly reduced to a mere fraction of
their original size, and their role has been diminished to strictly
bodyguard functions.  It is said that the Cavaliers still exist in
greater numbers in an underground fashion.  The Cavaliers are the
originators of the Camon forms common in fencing schools, and their
swordsmanship is legendary.

THE FREELANDS [LIGHT BLUE] Banner (Freelords) - Grey Keep on
a Hill on a Green Field; (Lanthor) - Black Hawk Holding a Gold
Circlet on a Lavender Field

FACTS IN BRIEF - A strange realm where the concept of nobility and hereditary rulership has given way to democracy and free-enterprise.  The Freelands are dominated by guilds and merchant alliances; their towns are ruled by Counselors
and Mayors.  Humans are prevalent but other species are here in sizable proportions (including Goblinesh).  Very economically diverse, although they must trade for most of their mineral resources.  Defended by the famous Freelords of Lone Keep.
     Role-playing Notes - The Freelands have actually developed the
concept of democracy and republican-style representation.  The
primary source of leadership comes from economic sectors; merchant
alliances and guilds.  This unique system allows for some
interesting storylines that could almost evoke modern corporate
espionage and intrigue tales set against a medieval fantasy
backdrop.

     The peninsula that makes up the southern-most region on the
main continent is known as the Freelands, and it is probably (by
most standards in this world) one of the strangest places in all of
Shaintar.  It is not a kingdom.  In fact, there is no central
ruling body, at least none that is recognizable as such by other
kingdoms' standards.  In fact, the only thing that establishes the
Freelands as a region at all is that it is recognized as such by
the Kingdom of Galea, the Elvish Nation, Mindoth's Tower, and most
other smaller governments.
     The Freelands are populated by people who long ago determined
that their rulers would be chosen by consensus; that democracy was
the means to govern fairly.  The Freelands are mostly populated by
people (of all races) that long ago escaped the bonds of the
Empire, long before the Great Exodus.  They consisted mostly of
escaped slaves and tribes fleeing the initial oppression of the
Warlords.  Individual villages and towns came together by mutual
consent, and mayors and other leaders stepped forward and led by
the consensus of their peers. Thus, early on in the history of the
Freelands, the concept of nobility was tossed out.  That is the
primary element of Freelander society that most astonishes other
lands.
     Over time, the various independent communities established
extensive trade relations.  The lack of a need for mutual defense
provided early emphasis on economic efforts.  There were very few
in the Freelands who sought to utilize aggressive policies; the
horror of the Empire left an indelible mark on the collective
psyche of the Freelanders.  In the few instances where robber
barons or would-be warlords rose up, the various communities sent
forth their best warriors and heroes to put the aggressors down
with ruthless dispatch; this practice led to the formation of the
Freelords of Lone Keep, as these heroes began to meet regularly at
Lone Keep to practice, share adventures, and work together for the
mutual benefit of the realm.
     Over time, as the trade relations amongst the various
communities grew into full-fledged guilds and associations, a kind
of de facto government formed to regulate merchant interactions and
establish fair practices for all.  Status became a matter of who
could best assert themsFae within the guilds and local
governments.  Political and economic savvy replaced noble birth as
the means for rule and influence.  Ultimately, many of the town
leaders and guildmasters met in Lanthor in 2734 to decide the
direction and goals of their people.  Out of that gathering came
the Freelands Autonomy Proclamation, a document stating the intent
of the people of the Freelands to maintain their democratic way of
life.
     Eventually forces from outside of the Freelands attempted
various raids and even full-scale invasions of the region.  The
Lanthorian Free Trade Council, an association of the leaders of the
most influential guild masters, sought to protect the sovereignty
of the Freelands by establishing the Freelords as the official
military of the Freelands.  To this day, Lone Keep enjoys
substantial subsidiaries from the Council to protect all of the
Freelands and act as a kind of constabulary.  However, the
Freelords are fully autonomous and will not bow to the wishes of
corrupt politicians.  They are believed to be one of the most
honorable establishments in all of Shaintar.
     The Lanthorian Free Trade Council is the closest thing to a
central government the Freelands have.  As stated, the leaders of
all the major guilds serve on the Council, as does a representative
from each of the major towns.  Each year, the Council has an
internal election to establish its Presidor, its Adjudicator, and
its Monitor (described in detail later).  The Council is centered
(naturally) Lanthor, which is the largest city in all of Shaintar
and is accepted as the capital of the Freelands.  Lanthor and its
surrounding area are, in fact, a city-state ruled by an Overlord. 
     The Overlord of Lanthor is the only hereditary position of
rulership in all of the Freelands, a convention of traditions from
so long ago that no one dares challenge it.  Besides, most
Freelanders recognize the need to have someone the rest of the
world will see as nobility to deal with.  Traditionally, the
Overlord has always been cognizant of his status being one of
mutual consent; Overlords have always conducted themsFae with
decorum and allowed more democratic processes to operate the
day-to-day operations of Lanthor.  The Overlord is more than a
figurehead, however.  He stands as the Guildmaster of the most
important business in Lanthor - the city itsFae.

     Socially, the Freelands are the most progressive of any
human-dominated land.  Although initially paternal in its makeup,
Freeland society has always recognized the value and importance of
women.  Most towns and villages have their unofficial matriarchal
establishments ("knitting circles" or "ladies' gatherings"). 
Because trade and commerce are the most important factors within
the Freeland governing structure, women and non-humans have as many
opportunities as anyone; it only takes the ability and the
determination.  The Freelords have no limits on species or gender
for service; one of their greatest Lord Commanders was Alesia
Corwin, who died valiantly in the Dragon Wars.

Titles and Ranks of the Freelands

The Overlord of Lanthor (His Excellency, Count Marcus Tremont) -
     Although the Presidor of the Free Trade Council is, in fact,
the most powerful and important position in the Freelands, the fact
that it may change from year to year leaves the Overlord as a more
recognized figure to the rest of Shaintar.  This is the only
hereditary title in all of the Freelands; the appellation of count
being a holdover from ages past.  The Overlord of Lanthor is also
the head of the most powerful and wealthy house in the Freelands.
     Marcus Tremont is a shrewd and respected businessman; he
forgoes most of the trappings of his station and attempts to deal
even-handedly with all trade associates.  He sees the rulership of
Lanthor as a management task, and he is at once efficient and
magnanimous, making him one of the most popular Overlords in many
years.

The Presidor of the Free Trade Council (High Master Barthos
Killian) -
     The Presidor is the ranking member of the Council.  He is the
Chairman of all council meetings and acts as the closest thing to
an actual Head of State that the Freelands have.  The main
responsibilities of the Presidor include ensuring that the autonomy
of the Freelands is preserved, the common defense of the lands is
provided for, and that public safety and well-being is looked
after.  While serving, the Presidor (as well as the holders of the
other two positions) must avoid all appearances of using his
position for personal or economic gain.  In almost all cases,
active roles in other trade and businesses are given over to others
while serving.
     Barthos Killian has served as Presidor for seven years, mainly
because he has led the Freelands to the most prosperous times they
have ever enjoyed.  He is a crafty trader who is not above a little
scheming and manipulation for greater gain.  However, his scruples
are impeccable when it comes to the Freelands and their autonomy.

The Adjudicator of the Free Trade Council (High Mistress Jenia
Arbora) - 
     The Adjudicator is the premiere arbitrator of all the
Freelands.  This office maintains a sizeable staff dedicated to
overseeing legal disputes of all kinds, as well as trying criminal
and civil cases.  The legal system of the Freelands is one of the
most complex and sophisticated in all of Shaintar, and the
Adjudicator oversees this process.
     Jenia Arbora is an Fae, hailing from the Sharlor Forest.  She
has served as Adjudicator for eleven years and has a reputation for
honesty, fairness, and incorruptibility.  She is also known to be
one of the most stubborn and immovable opponents in any negotiation
or debate ever known.

The Monitor of the Free Trade Council (High Master Graham Reese) -
The Monitor's almost sacred duty is to oversee all laws, trade
agreements, treaties, and other official actions and determine if
they are in keeping with the letter and the spirit of Freelands
Autonomy Proclamation. The Monitor also is intended to serve as the
conscious of the Council, considering the effects of all policies
on the populace at large.  An Observer (a special member of the
Monitor's staff) is expected to accompany all diplomatic and
trade-relation missions.
     Graham Reese has only served a year as Monitor; his
predecessor, Jacob Farston, was found to be corrupt and involved
with House Malakar in less-than-savory dealings.  So far, Graham
has done an excellent job, although his youth has him at a
disadvantage sometimes when dealing with more venerable
guildmasters.

The Lord Commander of Lone Keep (Commander Valen Erikart, Knight of
the White Shield) -
     Much of the military order that is the Freelords of Lone Keep
is still a mystery.  Heroes, mercenaries, and adventurers have
flocked to the lonely lakeside fortress to find their fortunes or
their souls for centuries.  Lone Keep has ever stood as the bastion
against outside forces who threatened the freedom of the Freelands.

There is known to be the Commander, a highly respected and
well-known leader, who commands the Freelords.  There are known to
be Captains and Group Leaders, but the order defies any
comprehensive study of its structure.  Nonetheless, it is one of
the most formidable forces in all of Shaintar; though it numbers
only a few thousand, it is believed the Freelords could stand
against the mightiest legions or kantors fielded.
     Valen Erikart has served as the Lord Commander for over twenty
years.  He is a member of the mysterious Order of the White Shield,
an body of knights that dates back to the blood bond of Vol
Al-daya.  He is a quiet man, given to thoughtful consideration of
all situations.  His honor is paramount to him, but it does not
blind him to his duties as Commander.

LANDRA’FEYA [GREEN] Banner  - Silver Ring Around a Red
Leaf on a Forest Green Field

FACTS IN BRIEF - The loose confederation of Fae clans. 
Clan leaders have more direct authority; all respect the Traditions
to one degree or another.  Remains as distant as possible from most
human and other affairs, but maintains close ties with Kingdom of
Galea in the interest of mutual goals and sFae-preservation.  Fae
range from average human height to slightly shorter; light builds,
wiry; beautiful and charismatic; amazing range of hair and eye
colors; pointed and angular features, including ears, eyes and
nose.  Respect freedom and equitable treatment for all, consider
themsFae the guardians of Corelisia on Shaintar.  Primary trade
in timber and agriculture, although fine fae crafts of other
natures are highly prized, especially by humans.
     Role-playing Notes - Yes, these are Fae in much of the
"classic" RPG sense, although there are some distinctive features
that should not be missed.  An amalgamation of Tolkien-esque and
Celtic influence may be found, with some other concepts as well. 
As a general rule, Fae are aloof and distant unless they spend a
great deal of time among other species.  The less-insular Fae are
far more gregarious and friendly.  This is due to the "social
chameleon" nature they have.

     Landra’Feya refers to all people of the Fae, although it
is generally recognized to exist primarily within the great forest.  
The Fae are the various species of faerie that live both in Corelisia and Shaintar.
     The Fae are a race that originate in Corelisia.  Their roots
are quite magical; it is believed that the "truest" of their race
are pure constructs of essence.  At some point, they developed a
curiosity in life upon Shaintar and many came to explore.  They
took on physical forms to better experience the world.
     Over time, many Fae developed a fondness for this world and
established lives for themsFae here.  From these early
"colonists" evolved the Eldakar and Alakar (as well as kindred faerie, such as
dryads, pixies, and sprites).
     There are, in fact, three recognized "classes" of Fae:
Faelakar ("the True Born"), Eldakar ("the High Born"), and Alakar
("the Earth Born").  Each designation refers to the degree of
"trueness" the Fae in question possesses; sulur-neh, or "trueness"
as it is most closely defined, is a term referring to how close to
the original Corelisian blood one is.  The oldest clans retain the
highest degree of sulur-neh, whereas the youngest of the elvish
clans are much more bound to Shaintar.  (The distinctions will be
readily apparent in the racial "packages" that follow).

     As one might expect, this has created a distinct dynamic
within Fae culture.  An oligarchy has developed, a caste system 
and government borne of elders and bloodlines.  Some
view this as a form of racism (notably the Fae of the Alakar
branches), whereas others see this as the rightful adherence to
deeply held traditions (obviously including those of the Faelakar).
     It is notable that nothing close to a violent resistance or
rebellion has ever taken place in light of this system.  Heated but
well-constructed and delivered arguments at clan gatherings have
always sufficed as a forum for expression on the matter.  Such is
the way of the Fae on internal matters.
     The nation of the Fae is one based upon etrans, or clans; these
clans look to their eldais, or elders, for guidance and leadership
where it is required.  Where there are large centers of population,
these elders meet with one another to discuss issues of mutual
importance when needed.  The eldest of these is the unais of a
region, the One who speaks for them.  Once a year, all of the
elders of every clan (and normally their immediate families) meet
in Eldara, the recognized physical center of their culture.
It is here that the Quo-unais resides, "the High One." The High One
is the eldest of the Fae remaining on Shaintar, and this entity is
the final word of authority for all Fae of this world.
     The Fae are a peaceful people; to them all life is sacred.  It
is their belief that all living things are valuable - even Vainar
the Fallen is born from the same essans-vold ("Font of Essence") as
they.  However, they are not pacifists.  They have long known the
dangers of the Nether and the Abyss and the influence of these evil
sources upon Shaintar.  Many thousands of them died (or as they
say, were "cast away") when they attempted to sue for peace with
the Kal centuries ago.  The Alakar, which are by far the most
numerous of the Shaintar Fae, finally took up arms and joined the
other races in fighting the Kal, as well as other foes of their
people.
     Over time, the Fae took it upon themsFae to act as
guardians against the Nether and the Abyss here on Shaintar, much
as their kindred serve the Ascended in this capacity in Corelisia. 
To this end, they sought out the most benevolent and capable of the
human rulers and aided him in his quest to unite as many of his
people as possible.  The Fae recognize the dominance of the
humans over Shaintar and see it as inevitable that humans will be
the soldiers in any conflict between the Ascended and their foes.

THE CLANHOMES [BROWN] Banner  - Bloodstained, battered
battleaxe grasped in a bloodied hand held high, lightning playing
off of it, on a grey field.

FACTS IN BRIEF - Located in the mountains surrounding the Prelacy
of Camon (The Wolfhead Mountains, the Northern Fangs, and the
Southern Fangs), the Hellstorm Mountains, the Black Mountains, The Forges, and the Stoneheart Mountains.  These are the places where dwarves
live freely; there are many clans that live as slaves to the Empire
far to the north.  Craftsmen, engineers, and miners primarily, but
warriors first thanks to thousands of years of practice.  Their
race is only now beginning to struggle back from near extinction. 
They are ruled by clan chieftains, although the highest of the
chieftains is called the King of the Dwarves.
     Role-playing Notes - Like the Fae, dwarves in this world do
conform to many classic conventions.  They wear their hair and
beards long, have a fondness for minerals and machinery, and tend
to be more pragmatic than artful when it comes to planning
something out.  They are, however, master craftsmen when it comes
to building anything, and they respect family ties above all else. 
It should be noted here that 1) there are dwarven women and 2) they
are normally as attractive as any other humanoid female; they do
not have facial hair.  It should also be noted that there is no
particular difficulties between dwarves and Fae; both species, in
general, respect each others' accomplishments.  Dwarves do bear, as
a general rule, a particular dislike for the goblinesh species
(mostly due to the endless wars they have fought), and dregordians
resemble Dragons too much for most dwarves' comfort.

     There are those that believe that dwarves were the first
sentient species to set foot on Shaintar.  Certainly they have left
their mark in ancient ruins and long-lost subterranean communities
throughout the continent.
     However, their time (at least as a free species) almost came
to an end during the Dragon War; it turned out that dwarves were a
particular delicacy to the great beasts.  It did not help that many
goblinesh clans conspired to "supply" various Dragons with dwarves
in return for their own safety.
     Dwarves have great control over much of the mineral wealth to be found south of the Empire, putting them in a particularly powerful bargaining position with the Southern Kingdoms.  Although things have always been pleasant with the Kingdoms, tensions boiled with the Prelacy as the Church seems more and
more inclined to claim land within the mountains.  There have been
numerous skirmishes as Camon mining companies move further and
further into the foothills, protected by Camon soldiers.
     By necessity, dwarven society has taken on a very militaristic
tone; various collections of clans are organized like army units,
and everyone is trained to defend their home.  It is virtually
impossible to be raised in the Clanhomes and not learn something of
warfare.  However, they have struggled hard to maintain the artisan
skills as well; dwarves seem to have an almost mystical affinity
for machines and technology.  This is just as well, as dwarves have
all the magic potential of a lead weight otherwise.  This both
helps and hinders them; they are difficult to affect with magic,
but they have difficulty wielding pure essence.
     The King of the Dwarves presides over the largest clan; this
would change if ever another clan became more numerous.  This
competition of population is quite intentional, for if the dwarves
are to survive they must replenish their numbers.  The Mid-Spring
Census, done over the months of First Hunt and Golden Eagle, is a
very serious and revered custom, and the Great Feast held on the
first day of Planting Moons is one of their most important holidays
(as well as one of the biggest parties in all of Shaintar); it is
here, at Castle Gorgon, that the results of the Census are
revealed.
     The Ruling Clans are the eight largest clans; each holds
mastery over one of the dwarven urban centers.  The Chieftain of
each of these clans presides as ruler over that area; below him are
Elders who advise and assist him.  There are very few other ruling
titles of note, mostly because dwarves don't seem to care much for
that kind of thing.
     However, job titles are another thing entirely.  Each dwarf
takes on a mantle when they come of age (usually around 40 - 45);
this new name includes their Born Name (their first name), their
Clan Name, and their Calling (their job title).  For example, one
dwarf might be named Granag Homewall the Warrior, while another
might be called Dayla Forgeheart the Steelsmith.  These are very
formal names that are not to be taken lightly.

DREGORDIA [GREY] Banner  - Black silhouette of a Kayakor
(traditional Dregordian pole arm) on a grey field.

FACTS IN BRIEF - Located to the far west, near the middle of the
western coast.  A relatively small and secluded area dominated by
deep forest, expansive marshes, and mountains.  A saurian species
struggling to maintain its hold on civilization, having been a
savage and warlike race for thousands of years before.  Worst of
all, many still blame the Dregordians for the Dragon War that
ravaged the lands over 800 years ago.
     Role-playing Notes - Dregordians are the classic "lizardman"
types.  They are large, strong, tough, and strange to all other
humanoid species who encounter them.  There is a savage beast deep
inside each Dregordian, struggling to take control.  This is why
they strive to build as tightly-structured a society they can. 
Their society and their culture evoke a very Roman-esque image (in
an idealized sense).  Many Dregordians are aloof, dispassionate,
and even a tad snobbish.  Others are actually quiet and unassuming,
even to the point of shyness.  In an effort to stave the "beast"
off, they often evoke qualities that would be found quite admirable
in humans and other races.
     It is expected that the Dregordian player will at least take
an appropriate Psych Lim (such as "Prone to Quick Temper"); more
appropriate would be an Enraged or even Berserk in combat or under
extreme stress.

     Dregordia is ruled by the Consul, the highest title of rank in
their society.  The Consul is served by the Consular Services, a
highly complex bureaucracy that includes such organizations as the
Consular House of Adepts, the Consular Library Service, and the
Consular Water Administration.  The Consular Legion is the most
honored military legion in Dregordia.
     The Consul is always a noble, and the office is generally
hereditary.  Every so often, however, a new noble family takes
over, chosen by a Consular Conclave when the peers of the realm
deem it wise or when circumstances mandate.  The current Consul is
Ssedra na Dristak, who is 110 but still going strong.  The na
Dristak family is relatively new, dating back only 900 years or so,
but it is well respected if not loved.
     Dregordians are reptilian, with a very warlike past.  Over the
last millennia, they have struggled to shed their savagery,
although martial training, especially in the use of the national
weapon, the kayakor, is still mandatory for nobles and their
vassals.
     There are very few poor Dregordians, and only marginally more
very rich ones.  Most citizens have some claim to being member of
this or that minor noble family, so status is rarely a thing of
common dispute.All Dregordians are associated with a house, whether
directly or (in the case of many city dwellers) somewhat tenuously
based on historical, personal, or regional ties.  Social relations
are generally cordial, though there is a current of hostility that
lays just beneath the painfully built up layers of civility.
     Dregordia is a harsh land, though much has improved since the
time when marsh dragons and the mysterious Noor-nakar terrorized
outlying farms and villages.  Those menaces were largely destroyed
some 800 years ago during the Dragon War.  Current problems involve
mainly pirate raids on the coast, bandits from the Kal Empire to
the north, and the Kal civil war that threatens to spill over into
Dregordia.
     Politically, Dregordia is run as a benevolent despotism.  The
Consul's word is Law, but custom and common sense (not to mention
the threat of a kayakor in the throat in the night) temper the
Consular hand.  Dregordians are neutral in most external matters as
a rule; they have only recently established stronger diplomatic
ties with the Kingdom of Galea and the Elvish nation.  The excesses
of the Empire and the tyranny of the Prelacy leave much to be
desired in the eyes of most (but not all) Dregordians.
     Dregordian society is surprisingly and refreshingly peaceful;
it is almost a religion for them to maintain control.  Holidays are
still often celebrated with (toned down) martial tournaments.  It
should be noted that the civility and peaceful demeanor of the
Dregordian society should not be mistaken for weakness.  A legion
of kayakor-wielding Dregordians is still one of the most formidable
and frightening sights on any battlefield.
     Females have equal status to males in Dregordian society, but
non-Dregordians have no place within the crux of Dregordian
culture.  There is a surprisingly high percentage of Dregordians
capable of following the Way; Dregordian adept schools are world
renown.

The Nine Major Dregordian Houses
     na Brssak           "of Royal Blood"
     na Dristak          "from the Jungle"
     vo Drrsshak         "the Dragon Slayers"
     na Kresska          "of the Fearless"
     na Ssathiss         "from the Vagabond Waves"
     vo Ssartis          "the Scale of the Dragon"
     na Torasssi         "of the Eastern Marsh"
     vo Trasshka         "the Warrior King"
     na Vrdlak           "of the Glimmering Hills"

(The following sections are briefs on the remaining cultures of
Shaintar; they will be replaced with more detailed information as
it is developed.)

Brinchie - A scattered and land-less species of feline humanoids. 
Many retain their nomadic, wandering cultural roots, though many
more tribes and clans have settled in one place or another amongst
the other species.  The vast majority of the Brinchie live in Galea
or the Freelands.  They retain much of their "hunter/gatherer"
aspects; they are restless, aggressive, and spirited.  Brinchie
warrior sects are a very important social structure to them; male
and female alike are a part of such groups as there is no
distinction between genders when it comes to capabilities or social
standing.
Korindians - Descended from a large group of half-elven, half-human
offspring that left their respective cultures to find peace and
acceptance.  They are now a species all their own, living mainly
upon the island of the same name.  They are a species very much in
tune with their environment, eschewing the trappings of other
societies for a simpler, natural lifestyle.  The abhor violence and
most forged metal.  However, they created one of the most famous
martial arts known in Shaintar - Kor-In.  This is one of the
reasons they have maintained their autonomy for so long.  Many
druids can be found on Korindia, as they entire race is devoted to
the Paths.

Goblinesh - Orcs, ogres, and goblins comprise the culture
collectively referred to as the Goblinesh people.  Theirs is a
brutal, savage culture fraught with warfare and conflict.  However,
they are not completely without social customs and civilization,
and the last few hundred years have seen some remarkable strides in
their development.  Nonetheless, most of the rulers of the
goblinesh clans are dark and brutal beings with visions of conquest
and decadent desires.  It is rumored that there are corrupted
members of the Fae inhabiting the Everdark Forest.

Avanars - The mysterious (some say mythical) winged folk of
Shaintar.  They are descendants of a species of Fae that took up
residence upon Shaintar; as such, they have much in common with
Fae.  There are two places reputed to be home to a fair number of
these beings - Last Home and Bastion.  They are an elusive people,
many of them embittered, because their kind was almost hunted to
extinction by the Kal...for sport.  It was custom for Warlords to
cut the wings of captured or killed Avanars from the bodies and pin
them to their war banners.