The northwest, north-central, and much of the western 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.

THE KAL-A-NAR EMPIRE [RED] - Banner - Red gauntleted fist on a black field

Role-playing Notes - This is the "Bad Guy Empire."  The Kal are mean, war-like, and consider themselves superior to everyone.  Consider them a combination of the Klingons (in the "bad old days"), Romulans, the Empire of Star Wars, and Nazis.  

988	First recorded gathering of the major Northern tribes in the area that will become the Kal-a-nar Empire, leading most historians to regard the next 1000 years as the Age of Empire.

1400	The first great battles amongst the human warrior tribes of the Northwest, leading to the rise of the Kal-a-nar (the "People of Glory"), a harsh society that values humans above non-humans and strong humans above all.

1724 	Jolokas is named Emperor of the Eleran m' Kal-a-nar (the Kal-a-nar Empire). Ceynara is named as their patron "Goddess of War."

1735 	The Empire quickly begins to expand eastward and south, destroying or enslaving entire peoples in their path. This is marked as the beginning of The Great Exodus as thousands of non-Kalinesh flee the slavery (and worse) that the Empire holds for them.

1741 	The Battle of Aralon - Tavrin Ondori leads a combined force of Fae, Goblinesh, Humans, Dwarves, and Brinchie against an army sent by Jolokas ki Grilnas to pursue the refugees fleeing the Empire. They meet in a bloody conflict that lasts for 8 days near the Aralon Forest. Finally, reinforcements for Tavrin's forces arrive in the form of hundreds of Youlin Aradi cavalry and thousands of Aevakar, turning the tide and sending the Kal back north.
	The Battle is not without cost, and the greatest is paid by the Aevakar, who (never numerous to begin with) are decimated by the Empire's necromancers and their summoned Nether creatures. As most of their people participated in the battle, their elders decide to split up those that remain and "leave the world of Walkers and their wars" to find safe havens to try and rebuild their species.

1748 	The Stand on the Forge - Pursued by yet another army sent by the Kal, Banrick Olar, chieftain of the Stone Bear Tribe, makes camp in the area east of the Forges now known as Bearheart and declares that he "will run no more." Various other tribes join him, and there they make their stand against the forces of the Empire. Even as the Kal forces threaten to overwhelm them, Dwarves from the Forges and Fae from the Crystal Forest join the battle and break the Kal army.
	This is marked as the founding of the Kingdom of Olara.

1753 	The first of the Empire's war clans enter the Eternal Desert. The Youlin Aradi fight fiercely, but their own factionalism betrays them and they quickly fall under the Empire's rule.

1757	The first Grand Warlord of the South (Trayvos ki Arron, Conqueror of the Sunland) is named, establishing 4 such Grand Warlords.

1800 	Pushed out of the Wolfhead Valley and further out of the northeastern lands, hundreds of Goblinesh clans move into the Evershade Forest and around Og m' Drakar; the recent warring with the Empire leaves almost no one to resist them, and they establish many Gathers that remain to this day.

1850	Even as the Goblinesh push farther and farther out of the Evershades, the worship of Ceynara evolves into an established and powerful church, unifying the various Gathers more strongly than they have ever been.

2109 	Harkor ki Doman begins his "Endless Reign" of the Empire; he will reign for over a thousand years (and sits the throne as of this writing). Vainar is named as the Empire's patron "God of Knowledge and Wisdom" and many historians refer to this as the beginning of the Age of Blood.

2110 	Harkor ki Doman, against the advice of most of his "inner circle" and to the horror of the Az-Junin, grants a charter for the formation of the Az-Agkar (the "Death Lords"). This necromantic guild enjoys special favor with the Emperor, touching off a bitter rivalry between the two guilds that lasts to this day.

2234 	After years of warfare, numerous factions (led by powerful wielders of all forms of magic) gather at Og m' Drakar. Together, they perform a ritual that opens a great "gate" there, through which all but a very few of the Dragons are cast into Norcan Darr. This marks the first (and only) time in the history of Shaintar that the Empire, Shaya' Nor, and the free peoples of Shaintar have ever worked for a common cause, and the Dragon War is brought to an end.

2412 	Various bandit princes, robber barons, and deposed Kal Warlords band together to form the Malakar Dominion, opposed to Vol Al'Daya's plans for peace in the Southern Kingdoms.

2562	Tantor voshnos - The event known as the "Dread Betrayal" begins when the Vos Dair Az m' Surnas ("Grand Warlord of the South," ruler of the Eternal Desert), Soman ki Akara, declares that the Empire had fallen to ruin and dishonor and that the war clans under his command will secede from the Kal. This sparks a Kal 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. Soman releases all of his ulin (slaves), elevating them all to Dremarin caste. This marks the end of the Empire's rule over the Eternal Desert and a return to autonomy for the Youlin Aradi.

3121 	The War of Flame engulfs most of Shaintar as the Gates of Hell reopen and the Empire embarks once again on an invasion to conquer all of the Realm. With Childer and even full-fledged Demons in the ranks, it is all the remaining nations can do to hold the Empire's forces at the Forges, and Olara and the surrounding lands suffer terribly.
	Matters are made worse when the Maelstrom, long-known to be subsidized by the Empire, launches a second front from the Malakar Dominion into the western borders of the Landra'Feya. It is only through the immense sacrifice of Grayson's Grey Rangers that this second front is halted (though the Rangers are struggling to rebuild their numbers to this day).
	During this struggle, a squad of Rangers (called the Hellriders after an accidental but successful raid into the Realm of Norcan Darr) makes its way into the heart of the Dominion, discovering and defeating a plot to summon forth one of the greater Demon Lords. The mystical backlash of disrupting this magic causes most of the Demons in the Kal armies to be destroyed, thus turning the tide of the war. Though no formal peace is declared, the Kal Warlords withdraw to their borders and the fighting ends.
In its wake, a region west of Olara, north of Landra' Feya, and south of the Empire lies in wasted ruins. It is now called the "Blasted Lands."

3123 	In the wake of the chaos following the War of Flame, the Empire falls into a vicious civil war. Numerous factions spring up, and the rebellious group known as "The Unchained" begins recruiting in record numbers. They eventually launch a massive offensive, with the help of outsiders who come from all over Shaintar to take this grand chance at changing the Kal Empire forever.
	An entity called the Crystal Tyrant begins raising an army of castoffs, bandits, and mercenaries within the Blasted Lands. This army grows at an alarming rate, and eventually enters into the Empire to assault the forces of the Unchained.
	The Prelacy, relatively unscathed by the War of Flame, chooses this time to launch a terrible "Crusade" against all of the Southern Kingdoms. Their forces are armed with strange weapons powered by the ancient magical source known as arcfire. It is eventually discovered that the enigmatic, dwarf-like Builders have returned in force to Shaintar and are supplying arcfire weapons and devices to the Prelacy, and other forces as well. An arms dealer known only as The Merchant seems to be heavily involved in these matters.
	A group of Grayson's Grey Rangers, called the Seekers, embarks on a quest to find the fabled lost Tablet of the Traveler.

3124 	The Current Year - The original Seekers successfully meet and defeat the Crystal Tyrant in battle, sending his army into retreat. The group changes dramatically after this battle, though, and only a fraction continues the original quest. It is said that the remaining Seekers actually leave Shaintar at this time to explore lands beyond the Veil.
	The Crusade continues, as does the Kal Civil War. Someone is reorganizing the Army of the Tyrant, and the Merchant is still at large. Even darker, more foreboding days seem to lie ahead, and it will take true Heroes to save Shaintar from what happens next...

The Kal-A-Nar Empire 
Facts in Brief 
Kal-in-nar is a human dominated empire that controls the northern and western portion of Shaintar. It is a warrior caste society with warlords ruling over all with a mighty and feared army.  They trade extensively in slave but also have a diverse economy with heavy emphasis on mining and manufacturing materials for war.  They are a race of humans characterized by enhanced physiques, blond to red hair, and squared features.
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 himself 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 Elves 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.

Society
	The Kal Empire is a patriarchal society where political climbing is performed through success in battle and not by manipulation or lobbying for position.
	The start of a Kal’s professional life usually begins at the age of 5.  The father will hand his son (or daughter in some cases) a tool and will teach basic maneuvers to the child.  Training is harsh and failure to learn results in harsher penalties, sometimes leading to death or maiming of the child.  As the child grows and learns, the father will allow the child to learn their own form of combat, whether it be archery, sword, battle engineering, or even in special cases, some form of magery.

Titles and Ranks

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)-This is the highest caste of nobility. They rule over regions, though if they are not themselves 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). The 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 as mayors or the like. 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)-includes butlers, maids, and general laborers

VOS-ULIN (High Slave)-Gladiators, noble servants, and those that work within upper-level positions with some responsibility are of this caste.  The Vos-ulin are treated relatively well and are valued by their owners.

DREN-ULIN (Low Slave)
	
Warlords and the Daizars

Kalinesh Terms (A Glossary)
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
lo-agkar – death by ways other than battle; poisoning, etc. (not an honorable death)
m' - of the (short for mir-ki)
mas - squad
maris - serve
mastak - truth, fact
mir-ki - of the, belonging to
nar - Glory, Renown
ni-agkar – death, usually by gladiatorial battle (considered respected but not honorable)
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
thom - food
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-agkar – death, usually in true battle (considered an truly honorable death)
Vos-Dair-Az - Grand Warlord
voshnos - Betrayal, Dishonor
wesnor - west
zonias - frontier, outland
zovos - above all, greatest
Zovos-Dair-Az - Supreme Warlord, Emperor

Numbers
Un	One
Tie	Two
Tre	Three
Quan	Four
Quin	Five
Sesi	Six
Sente	Seven
Eiga	Eight
Nin	Nine
Ta	Ten

The Kal numbering system is very simple.  They don’t have words to express hundreds, thousands, etc.  To represent numbers greater than ten, they use commas between their normal numbers to indicate higher values.  One hundred and forty seven would look like this: Un’quan’sente.  Much larger numbers, such as hundred thousands or millions, are indicated by ‘a lot’.

Of Special Interest
The Andak-cros (The Battle Pits) 
The Andak-cros literally means "Battle-Pits" in Kalinesh.  It’s 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.

The Az-agkar (The Death Lords) 
The Death Lords are 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.  Their main headquarters and school lie in the city of Kal’Prin and their rituals commonly occur during days holy to Ceynara.

The Az-junin (The Mage Lords) 
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.  Pacts with other-worldly beings are not uncommon practices, which sometimes leads to slipping slowly into madness.

Tor Sadais (The Emperor’s Guard)
The Sword of Honor, the elite daizar that serves the Emperor directly.  They answer to one but the Emperor himself, not even to the Tor Mastak.  Such honor is bestowed only upon the most respected of the Kal military.
 
Tor Mastak (The "Secret Police") 
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 himself. 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, although they refuse to be included spats between the two. The Tor-Mastak is also charged with finding and retrieving (or killing) all escaped slaves.  Their tracking skills and lighting-quick justice is both legendary and feared amongst the citizens in the Empire.

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

Kalinesh Towns, Cities, and Strongholds 
Kal’Zaketh
	Kal’Zaketh is the capital city for the Kal Empire.  Harkor ki Doman rules his Empire with iron fist from his citadel surrounded only by his most trusted advisors and guards.  Harkor personally oversees day-to-day events in his city, dealing out infractions to his rule, only to keep his combat skills from waning, and supervising the training of his military, also to keep his skills from fading.

Kal’Nebron, Kal’Rogar, Kal’Furok
	These are the three western port cities vital to the survival of the Kal Empire.  Not only do ships bring in supplies by traders looking to peddle their wares but it also serves to dock ships loaded with slaves, usually from Dregordia, the Elvish Nations, Aradi, and the Freelands.  The Kal military makes up about a third of the citizens in these cities.

Zailt
	Zailt is the only fishing city in the Kal Empire.  The rest of the Kal eat mutton or cow but Zailt seems to thrive on their seafood diet.  In addition, they send their catches to the cities of Vendir and Kal’Solat for barter.  Zailt is not a major concern to the Empire; therefore Kal forces are, at best, thin within the city.

Kal’Tremond, Kal’Sharin, Kal’Montak, Kal’Tor, Kal’Teor, Kal’Kravas, Kal’Shiar, Kal’Morgoth (a.k.a. The Eiga Tor or the Eight Swords)
These cities are strongholds along the Kal border that serve as the first line of defense (or offense some say) for the Empire.  Ore is sent to these cities to be refined into metals that are further refined into weapons of war.  Kal’Tremond serves as the Empires first line of defense from enemies coming in from sea.  Kal’Sharin and Kal’Montak serves as bases for forces pushing their way through into the Dwarven mines in the Hellstorm Mountains.  Kal’Tor, Kal’Teor, and the least fortified of the Eiga Tor since their positions are far enough away from outside threats.  Kal’Kravas, Kal’Shiar, and Kal’Morgoth hold their lines against the forces of Shaya’Nor if they were to be so foolish to make a run on the Empire.
	
	Kal’Prin
	Kal’Prin houses the Skal’Cey (or School of Night), dedicated to the teaching of necromancy.  Children are taken from their families at an early age and are put on the rigorous road to the mastery of death magic.  These initiates are sent home only after they have finished the indoctrination to the Dark.  Death and/or madness are no excuses for not continuing their lessons.  Student who have finished their lessons are asked, forcibly, to join the rank of the Az’Agkar.  

Dreus, Kal’Benost, Kal’Gronder, Kal’Eryal
	These towns are the second line of defense for the Empire.  The military makes up about a tenth of the citizenry.  While Dreus acts only as a military installation, the other three cities also produce a great deal of the weaponry the Kal military uses due to their close proximity to the Western and Eastern walls as well as the Jade Peaks.

Kal’Vitrol, Zotra, Kal’Ilan
	These three cities are very important to the Empire for the ore they produce.  Because Kal’Ilan lies outside the protective curtain of the Eiga Tor, patrols march between the two cities daily.  Kal’Vitrol and Zotra have minimal forces within the cities.  They act only as ‘exterminators’ if miners come too close to a Dwarven settlement.

Vendir, Turl
	These two foresting cities constantly have to rebuke Elven forces rebelling against the Empire.  They provide much needed lumber for weapons and housing.  The military holds a modest keep within these two cities, venturing into the Forever Forest only if needed.

Storm Forest
	Kal forces rarely venture into this forest, opting to go the long way around when traveling between Kal’Nebron and Kal’Rogar.  It is rumored that creatures summoned by the Az’junin, rebelled against their masters and have hidden themselves away, only to be affected by latent Elvish magicks, transforming them into strangely beautiful, and yet dangerous, creatures.

Forever Forest
	Elven forces lie in wait in the Forever Forest, using hit-and-run tactics, mostly to harass and, in rare cases, kill Kal soldiers that venture to close into the Elven lands.