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Fäedór Campaign Setting |
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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