Fäedór Campaign Setting

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Tandril


Geo-Political Guide of Fäedór

Aasla: 
Races:  Human  
Government:
  Theocracy, headed by the Pontiff  
Religion:
  Palad 
Trade:  Aasla is self supporting and foreign trade is limited due to isolationist philosophy to protect the religious beliefs.  Most common export is missionaries.
Laws:  In addition to common laws, the practice of other religions and arcane magic are officially outlawed and punishable by imprisonment or death in extreme cases.

    Aasla is a theocracy ruled by the Pontiff, the high priest of Palad.  Prelates rule over specific domains within the Aaslan realm.  The knights serving the Pontiff and the theocracy are and are referred to as paladins.  The Pontiff is selected by the other prelates upon the passing or resignation of the former Pontiff.  Their are no gender restrictions to leadership positions, but there are masculine tendencies.  It is not uncommon for the current Pontiff to declare a successor before his/her death, but such nominations are subject to the other prelates.
    Aaslan society is monotheistic for the most part and priests of other faiths are generally regarded with suspicion, but some do manage to work inconspicuously within the realm.  Other spellcasters are likewise regarded with disdain, including Bards as they may incite the people against the Palad.  The populace is likewise suspicious of other races, though there are no laws or restrictions against them.

Elleromensia:  
Races:  Gnome  
Government:
  Democratic  
Religion:
  Olindarhma
Trade:  There is extensive trading of precious gems and raw materials with the Sylvan Elves.
Laws:  Everyone Gnome of proper age is given a voice in the community and it is unlawful to deny that voice its opportunity to speak if it so pleases.

    The center of the Gnomish race.  It is where the Grand Auditorium that houses the Gnomish council is located.  The Gnomish race populates the surrounding area known as the Gnome Hills or the "Haunted Hills" by superstitious Hinterlanders.  The various villages in the Gnome Hills govern themselves individually.

Gadania
Races:  75% Human, 15% Elven/half-Elven, 10% Dwarven or Gnome  
Government:
  Monarchy (heirless), the head of the Knight Protectors acts as steward 
Religion:
  allegiance the ideals of the Great Kingdom
Trade:  Commonly trades with Xysos and Urdunnil.
Laws:  Everyone Gnome of proper age is given a voice in the community and it is unlawful to deny that voice its opportunity to speak if it so pleases.

    Gadania is all that is left of the Great Kingdom.  The people of Gadania still hope that the heir to the kingdom will be found and will once again bring peace and morality across Fäedór.  Many of the remnants of the Great Kingdom are still in tact due to the efforts of the Knight Protectors and the people of Gadania.
    Other realms typically identify the Knight Protectors and the people of Gadania as disillusioned, much the Don Quixote character of Cervantes.  If it weren't for the Knight Protectors, one of the other realms would likely have claimed Gadania for their own.  As it is, it provides a buffer zone between Aasla, Firiel, Urdunnil, and Xysos.

Firiel: map
Races:  85% Human, 15% Demihumans  
Government:
  Matriarchal Council, Elected Consul  
Religion:
  Isil, Myst, Chardastes
Trade:  Very little foreign trade due to superiority complex.
Laws:  All laws reflect the matriarchal prejudice of the realm.  Penalties are stiffer and there are more limitations placed on men and non-human races

    Firiel is a matriarchal realm and is controlled an elected consul and council.  Only women are allowed a vote in the politics of the realm.  The council is made up of mostly clerics of Isil, Myst, Chardastes, and sorcerers, all female of course.  Men are enlisted in the army, however, and do most of the grunt work in society, but it is the women who lead them.  Demihuman women are above demihuman men, but have little power over human men.  Demihuman men are by far the most disenfranchised in the realm 
    The realm was founded be female sorcerers who trained in secret while enslaved by the red dragon Infernoxas and his orcan hordes.  Legend has it that Infernoxas may have brought about his own doom by appearing as a human and conceiving children that eventually rose up against him.  The legendary Phoenix Guard and Order of the Unicorn led the revolution.  The modern Moldavian guard claims its origins from the Pheonix guard and the Order of the Unicorn is still bestowed upon the most promising sorceresses of the land.  It was the women who wielded sorcery against Infernoxas, and they assumed control over the men and have held that power over them ever since.

Hinterlands: map
Races:  Human  
Government:
Local Guild rule  
Religion:
  Alfaer Llywn, Isil
Trade:  Extensive trade with Xysos and Tandril by way of Xysos.  Most exports are agricultural in nature.  Trade with Torkonia by way of the Orkonde river is inconsistent due to raiders from the Brokenlands.
Law:  Very little enforcement outside of the towns.  The Knights of Justice make regular visits to maintain the peace.

    The hinterlands refers to the frontier south of Xysos nestled between Firiel, Tandril, the Sylvan Wood, the Fenn, and the Gnome homeland.  The hinterlands are not governed by any power, but are rather self-govern.  Some services are provided by factions located in Xysos such as the Knights of Justice.  The hinterlands have no real standing army, though a small militia in Banteau watches the Fenn for any signs of Orcs and the like.
       An eclectic Michel Dorlan, "the Mad Count", built a keep in the southern hinterlands and fashions himself the ruler of the Dorlania, his term for the hinterlands.  So far he has found few to support him in the pursuit, but he does have a small recruitment network spread across the hinterlands, especially in the larger towns. 

Syndar: 
Races:  Syndarin  
Government:
  Monarchy  
Religion:
  Lloríëphiel, Pontos Solastrian
Trade:  Some trade with the Sylvan Wood, otherwise very little.
Laws:  Typical Elven Law

    The great grey elven city and one of the Syndarin's last bastions on Fäedór.  Many have already sought the refuge of Tol Taurea.  Sometimes this city is referred to as the "Sylvas of the Syndarin," but mostly by human scholars as Elves are more likely to make the distinction.  Syndar is populated almost completely by Syndarin elves whereas Sylvas was more diverse.

Tandril: See Link at Top for more Info map
Races:  Human  
Government:
  Monarchy  
Religion:
  Alfaer Llywn, Palad, Hahn, Circanus, Maelstrom, and many others
Trade:  There is extensive trade among the baronies in the realm as well as with Xysos, the hinterlands, and occasionally Urdunnil.
Laws:  Each county is under the Count's jurisdiction and religion is regulated at that level.  Arcane magic falls under the jurisdiction of the Duchy and the Duke, or more appropriately the Magus of the duchy.

    Tandril is a kingdom made up of four duchies which are further divided into counties.  Each duchy was originally controlled by one of four royal houses (Lantan, Stanek, Manlan, and Lanek) and the counties were divided amongst members of that royal house.  The kingdom more or less resembles a feudal system where most of the population is peasants.  The nobility meets twice a year to discuss trials and tribulations and occasionally the king will call an emergency meeting if necessary.  There is a constant bickering among the more petty nobles of the land which is tolerated as it keeps the troops ready to fight should the need arise.  The Tandrillian coastline is occasionally subject to raids from the barbarians across the The Great Bay.
   The House of Lantan holds the crown, but the House of Stanek continues to gain power and would like to see the crown on on of their heads.
    Over the years prominent people have risen to power and been given counties as gifts.   Perhaps most notable was Duke Manlan's gift to the learned wizard Eltanin.  The house Eltanin has since be been regarded as quite peculiar and are suspected of dealings with otherworldly creatures, perhaps partly due to the remoteness of their land.  Another group that has come to power in recent years are known simply as the Guilders.  There are currently 3 counts (Mierlien, Briarwood, and Seaport) who were formerly merchants of much wealth.
    Tandril is a human kingdom which generally regards other races with suspicion.  Each noble is free to choose a deity for worship and for the most part their peasantry follows the same deity, though the peasants pray to which ever god is most appropriate for the situation.  The Royal Academy of Wizardry, headed by the Royal Magus, trains wizards to advise the other nobles and to investigate magical phenomena.  Wizards must also be registered with the academy or face imprisonment and possible torture.
        Duchies---------Liegelords Over
        Lanek------Billien, Birchwood, Mierlien, Oxlam, Tierlien
        Lantan-----Branhill, Wheatley, Denton
        Manlan-----Corlan, Eltanin, Quentil
        Stanek-----Briarwood, Lingus, Morlan, Tasker

Torkonia: 
Races:  Human  
Government:
  Monarchy  
Religion:
  Mystrodhe
Trade:  Limited due to proximity of dangerous realms
Laws:  Arabic in nature (i.e. no alcohol)

    A militaristic and dynastic realm that is exotic by the standards of the rest of Fäedór.  It is the only realm in which the scimitar and falchion are commonplace weapons.  This is by far the most threatened human realm in regards to the Mesmeratim as the remaining sylvan elves still hold the northern portion of the Wood.  The very existence of Torkonia is not all the well known by the common populace. 

Urdunnil
Races: 95% Dwarven, 5% Human  
Government:
  Elected Monarchy (life-term)  
Religion:
  Grik Stonemason, Hahn
Trade:  Trade primarily with Xysos though occasionally with the Hinterlands, Gadania, Tandril and the Wilderlands.
Laws:  Typical Dwarven Law, security of the realm is taken very seriously.

   
The only Dwarven city that is generally open to other races and open for the purposes of trade.  The Thane of the city is elected by the dwarven population and wardens are appointed to overlook different parts of the city.  Other Dwarven cities are connected by subterranean tunnels, but are usually only seen by other Dwarves.

Xysos: map
Races:  80% Human, 10% Dwarven, 5% Half-Elf, 5% elves, gnomes, other humanoids
Government:
  Elected Monarch (life-term) 
Religion:
  Almost all
Trade:  Trade with Urdunnil, the hinterlands, Gadania, and Tandril are commonplace.  Occasional trade with the Wilderland people.
Laws:  There is no discrimination of the laws for or against anyone, including the elected monarch.

    Xysos is the most diverse city in Fäedór.  All races are accepted within it's walls so long as they do not disturb the peace.  Many have been thrown out of the city or into its dungeons for the simple violation of that.
    This is the place to go when you are trying to find something.  Cultures and Religions come together and everything exotic can be found...for the right price that is.
    Any Elves and Gnomes in Xysos have likely been there their entire lives as there is little contact with their homelands.  The villages around Xysos more or less abide by the standards of the city, but tend to be nearly exclusively human and less receptive to outsiders, though they are frequently visited.
     The elected Monarch, the Lord-Chamberlain, is put into power by the city's elite, mostly the guilds.


Updated 02/13/2002

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