The Nations of the West
 
 
Costa Tudor
Duulzakh Vox
Explund Wrayland
Helgkhor Yiddovan
Lajin Zuudiz

Costa
Costa was founded about 400 years ago as a trading colony of Wrayland. It rapidly expanded into a wealthy and prosperous nation, and is considered to the be the trade center of the world. The port cities and towns of Costa have ships of every nation coming and going, selling and trading anything imaginable.

Costa has always traded freely with any nation, blithely ignoring any trade embargoes or naval threats. It has usually maintained good relations with Wrayland, Explund, and Tudor over the years, but Costan ships even travel to Vox and Duulzakh freely and safely.

In addition to its status as the trading center of the world, Costa is also rich in mineral wealth. Silver, gold, copper, and gems are mined in its hills.

The people of Costa are mainly Calensid, with a large number of gnomes. All sorts of folk can be found here, however, because of the extensive merchant traffic and opportunities for wealth. One thing most have in common, however, is a liking for elven wine from Wrayland or Explund. Costans are renowned for their elaborate wine-tastings.

Costa is a true plutocracy. The king sets a price for the throne, and whoever wishes to buy the title may do so. In return for running the country, the current king receives approximately 2% of the tax levies, an undoubtedly immense profit.

The current ruler, King Rinslip Klind, is a wily gnome who purchased his throne in 3344 for what is believed to be approximately ten million coins. He is currently asking twenty-five million coins for the seat.

Costa can be a wild place sometimes, as there are few local authorities. Often justice is delivered by the victims through assassins' or thieves' guilds. Visitors to Costa should be careful to avoid stepping on the toes of influental Costans.

Back to top

Duulzakh
Duulzakh, a tropical, snake-infested land of evil and vileness, was for many years a theocracy of Minao. A few years ago, however, a group of renegade generals who had been enticed and converted by Rexull came into power and transformed the nation into a theocracy of the Lord of Evil.

This conversion is still under way. The country has been traditionally ruled by whichever general is currently in power, and at the present time is ruled by the group of revolutionary generals.

The nation is still very strong militarily, and the people suffer tremendously under stiff taxes, widespread corruption, and slavery for those who fall into debt. Duulzakh has a navy that roams both the Vigas Gulf and the Dimon Sea. There is trade with Vox, Helgkhor, and Costa. Voxxian black wine and gold are especially prized.

The capital of Antor is an ancient city. It existed before Duulzakh, and much of its old stonework is still intact. The nearby jungle creeps into the city, and most of the buildings are covered in vines.

The people of Duulzakh are primarily Vindid. There are few demihumans, but there are rumors of snake-men in the Denka Jungle that have interbred with humans over the years, producing reptilian humanoids. The rare spice that enhances magical powers also grows in this jungle, and it is often covertly exported to Explund, where it is in great demand. Other valuables found in Duulzakh, including ebony, perfume, and gems, have their origins in the Denka Jungle.

A dark cabal of sorcerers known as the Tuilakoj serves the new government in arcane matters. The Tuilakoj often travel in disguise to other nations where they spy and sabotage Duulzakh's rivals. They are one of the few groups of people still speaking Morj, and they use the ancient language to help conceal their activities.

Visitors to Duulzakh rarely leave the port cities, where the laws are often bent for foreigners in the hopes of increasing trade for the nation. Inland, no special privileges are extended to outsiders, and many never return from such journeys.

The naval vessels of Duulzakh use cannons, but gunpowder is difficult to find. Few citizens are brave enough to wear armor or weapons, and finding such items for sale is time-consuming.

Although there are no longer any temples other than those of Rexull in Duulzakh, there are still many worshippers of Minao. In addition, cults devoted to various evil gods, demons, and devils are widespread.

Back to top

Explund
The theocracy of Explund was founded over two millenia ago by a powerful priest of Explinde, the goddess of magic. The priest so impressed his goddess with his accomplishments that she appeared in the city of Bakoz and built many magnificent buildings there with her magic. These buildings still stand today, unmarred by the centuries of use.

Explund reached the height of its influence in the late 800s, and then began a slow decline that continues to this day. The High Priests of Explund have always given their people many rights and freedoms, as their goddess demands, but this has slowly whittled away at their power to organize people and get things done. As a result of this disorganization, the borders of the nation have slowly been contracting over the last millenium, and Explund is now only a quarter of its once impressive size.

Although one might expect disorder and banditry in such a weakly-ruled nation, Explund has few troubles of this sort. Because of the freedom which they have enjoyed for so long, the people of Explund are very self-sufficient and do not hesitate to take the law into their own hands when conditions warrant.

For many years, the ruler of Explund has been High Priest Meeble. He can best be described as adequate.

The people of Explund are primarily Calensid, and there are a fair number of elves and gnomes here. Dwarves and halflings are somewhat rare, as they are rarely worshippers of Explinde. There is extensive sea trade with Costa, Tudor, Wrayland, and Lajin, and most things can be purchased in any of the coastal towns.

As a theocracy of the goddess of magic, Explund is often the place to find whatever magical services or devices one might require. The proportion of wizards to normal folk is quite high here, and it is well known that the priests of Explinde are also able to use wizardly magic. Because of the great number of wizards and the competition among them, spice smugglers from Duulzakh often fetch high prices for their cargo.

The primary export of Explund is wine. Many vineyards are nestled in the rolling coastal hills, and the wine is exported to most of Explund's trade partners.

Back to top

Helgkhor
When Wrayland was at its greatest extent, Helgkhor was one of its three provinces. Once the gems that lie in the Kiyan Peaks were discovered, however, in 2259, Helgkhor rebelled and formed itself into a seperate nation. To make matters worse, Dulf, the eastern province of Wrayland, also declared its independence in a matter of weeks. Wrayland battled Helgkhor for years in the Kiyan Peaks, and eventually gave up on regaining control of the renegade province. The two nations have warred continually ever since for control of the Peaks and the wealth that they hold.

Ever since, Helgkhor has been a land of war, conflict, and pain for most of its inhabitants. The Emperor rules by force, imposing his will over the various Warlords by his huge armies of well-trained soldiers. But Helgkhor is a vast empire, and many of the Warlords are constantly at odds with the Emperor, and do their best to oppose him.

The current emperor is a half-hobgoblin named Lyrk Rild. He has ruled for over forty years, and has attempted to invade Wrayland three times during his reign. One of these invasions, led by Kryld Lijik Tunflij, disintegrated as the half-devil attempted to usurp Rild’s throne via the legendary machine of Dujir Joyo. The most recent invasion has so far been more successful, and the hobgoblin armies of Helgkhor are within months or weeks of reaching Depic City.

The people of Helgkhor are primarily hobgoblin, but there are many humans and half-hobgoblins as well. Dwarves, elves, gnomes, and halflings are extremely rare, and must be exceedingly evil and powerful to survive. The armies of Helgkhor, whether they serve the Emperor or one of his vassals, are renowned for their fierceness and fighting skill.

Helgkhor conducts trade with Duulzakh, Costa, and Vox. It has a large navy which is fanatically loyal to the Emperor, and merchants sailing near or to Helgkhor are frequently plundered.

Despite the trade Helgkhor has with other nations, its culture and people are still quite unique. Much of the nation's technology and culture is similar to that of the great Jiansid empires of the southeast.  Splinted armor, katanas, daikyus, ronin, and crushing oppression are only some of the aspects of Helgkhorian life that distinguish it from neighboring Costa and Wrayland. In Helgkhor, the local Warlord rules all aspects of life for the people, and the Emperor is revered as a physical manifestation of Minao.

It is not known which culture copied which. Complicating matters is the vast distance separating Helgkhor from the Jiansid empires, which leads to persistant rumors that there was once a Jiansid nation near Dinjij.

Back to top

Lajin
Lajin is nestled in the southwestern corner of the continent, surrounded by hills, mountains, and forests. To the south is Explund, north is Zuudiz. Lajin is a farming nation, ruled by King Torblor, an immensely fat halfling.

The people of Lajin are primarily halflings and Calensid. Most people are farmers and herders. Lajin is usually quiet and peaceful, although there are occassional raids from orc or giant tribes.

In the foothills of the Ruby Peaks are several enclaves of mountain dwarves. These dwarves, despite living within the nation's borders, paying taxes, and trading with nearby farmers, stubbornly refuse to acknowledge any of Lajin's monarchs. Although this has been irritating to the monarchy, the dwarves are allowed their grumblings, since they nevertheless pay their taxes.

Lajin has a small army, several regiments of elite slingers and bowmen, and a proud knighthood, the Knights of the Boar, who personally serve the monarchy. The nation has no navy. Weaponsmiths and armorers are only found in the larger cities of Lajin.

The nobility of Lajin worships Janev, and most of the peasants and other folk worship Janev, Blindren, Noruu, Dwindo, or Goibne.

Back to top

Tudor
A small island nation, Tudor is the only known democracy in the world. There is no single ruler of the island. Each of the towns elects a mayor who is responsible for any emergency decrees, but the people vote every month on a wide variety of issues. The citizens also nominate and select the next month's issues. Those who fail to vote are considered to be lazy and worthless by their countrymen. Even foreigners who happen to be present on voting day are allowed to vote, but few do, since they are outnumbered by the Tudorans.

Tudor, a forested island, is well known for its fine lumber and trades with many nations, including Explund, Costa, and Wrayland. The island is still quite wild, and there are tribes of orcs infesting the hills, but the people are skilled woodsmen and the orcs seldom pose a serious threat. Despite its island status, Tudor has no navy, and relies on privateers and merchant guilds to ward off the pirates of Vox that often lurk offshore.

The people of Tudor are primarily Calensid, and most worship Goibne.

Back to top

Vox
The great island of Vox was once the home of a mighty nation of Vindid sorcerers. The sorcerers had enslaved large tribes of goblins, and were eventually overthrown by the oppressed humanoids around the year 500. For the last three millenia, Vox has been a country ruled by goblins, and many people have forgotten its legendary origin.

The goblins of Vox have learned little from their past. They now have a large slave population themselves, mostly humans captured at sea. The ships of Vox, with their black hulls and red sails, are feared by most who travel Vigas Gulf and the Dimon Sea. Vox was one of the first nations to arm its naval vessels with cannons, and was regularly sinking Wrayland ships at an alarming rate until the use of gunpowder became more widespread.

Few ships dare to trade with Vox. Merchants from Duulzakh, Helgkhor, Costa, and far-away Natuk are the only regular visitors to the island. There are known to be many metal mines in the rocky peaks of the island, and Vox trades silver, iron, and mithril that is mined from the mountains.

Vox is almost entirely populated by goblins. They generally keep their slaves in the mines, and often use worgs to guard them.

Back to top

Wrayland
For over 2600 years, there has been a Kingdom of Wrayland. The country has always been defined by its king, whether it was the noble Rhipec I, the foolish Dunstan, the traitorous Rhipec IV, or its current ruler, Rhipec V.

Wrayland itself encompasses many different geographical areas -- the smoldering Kiyan Peaks,  the haunted woods of Duul, the lonely Biazoma plains, and the ancient Fronk Forest. The nation is the most populated --there are millions of citizens -- and Depic City is the largest city in the world. It is the primary port of the nation, and the people of Depic are more diverse than any other place on the planet.

Wrayland has been allied with Explund, Costa, Tudor, Dulf, and Krind for many decades, and nearly always been hostile toward Helgkhor. Dulf and Helgkhor were once both provinces of Wrayland, but when Dulf declared its independence and Wrayland sent armies there to reclaim their land, Helgkhor broke away. The riches of the Kiyan Peaks were deemed to be more important than Dulf's Tarnij Forest, and the armies were recalled from Dulf and sent to Helgkhor instead. Unfortunately, Helgkhor was never reconquered.

Wrayland is a feudal nation, and the people are guaranteed many freedoms and rights not granted in other nations. Most people worship Janev, Blindren, or Noruu.

Back to top

Yiddovan
Yiddovan is a land of nomads, farmers, and cows -- even the nation's banner is dominated by the head of a bull. Huge herds of cattle roam the plains and hills of the country, and the towns and cities are small, with a rural ambience that can be appealing to travelers.

The people of Yiddovan are self-sufficent and independent. Groups of people will often elect a sheriff and charge him with the duty of tracking down and punishing lawbreakers. The land is ruled by a King, Draanol, but he does little but hold court and hunt.

Much of Yiddovan's peacefulness results from its remote location. Although there is tremendous wealth in the form of cattle in this land, it is too far from its neighbors to be a tempting target. In addition, the people of Yiddovan are widely known to be skilled with slings and bows, and the occasional humanoid and ogre raiding bands are quickly put down.

Yiddovan has no navy and no standing army. Status in Yiddovan society and wealth is often measured in cattle. Those with larger herds are the wealthiest and most influential members of society. There is no official religion, and most people worship Dwindo, Goibne, Vorn, or Blindren. Fine weapons and armor can be difficult to find here, especially for those looking for firearms or other modern devices.

Back to top

Zuudiz
Zuudiz is the last remaining Furjid nation. Located on the far west of the continent, it is a land of rolling plains and a centuries-old system of agriculture and irrigation.

The people of Zuudiz are isolated and hostile to most strangers. They rarely trade with outsiders. Within the country, barter is most commonly used, but occasionally nuggets of gold or silver are used.

Over the centuries, as Furjid nation after Furjid nation fell to the Calensid expansions, the Zuudizorans have built up a large army that is intertwined with its religious system. Although Zuudiz does not attack other nations, it is widely considered to be impossible to invade. Although there are rumors that the nation has some valuable gold and silver mines, it has thus far proved impervious to attack.

The most striking thing about Zuudiz is the pervasive and all-encompassing aspects of the nation’s worship of Hirrest. In addition to fire, Zuudizorans worship Hirrest as the god of blood, war, agriculture, and serpents, and there are huge pyramids and ziggurats in the cities on which innumerable human sacrifices are performed.

Although there is a king in the nation, and he is acknowledged as the supreme authority and his words are considered divine, there are numerous warlords and generals throughout the land who war upon one another. These battles, however, have few fatalities – the Zuudizorans attempt to capture their foes for sacrifice. Virtually all of the sacrifices are such captured enemies.

No general or warlord dares an attack without the blessings and advise of his priests, and it is believed by some sages that these priests manipulate these warlords into these battles in order to ensure a steady stream of sacrifices to Hirrest.

Strangely, despite its prominent location, jutting into the Glaazif Ocean, Zuudiz has no navy, and few sailors or merchants sail to its port cities. There are many superstitions about the Glaazif Ocean that cause this. Many Zuudizorans believe that dragons lurk offshore, waiting to snatch sailors from their vessels.

Back to top
 

Copyright 1999 by Tom Proudfoot