
(New map coming soon)
The Kingdom of Narria is the center of the Narrian Empire and the jewel in the Crown of the Narrian Empire. The smallest of the kingdoms in the Empire, Narria is the homeland of the Emperors. The City, the seat of power for the Empire, sprawls out over more than four square miles of Narria, making it the largest city on the continent. Within its borders live citizens of every race on the continent, all of whom have come to The City to gain wealth, power, and prestige in the eyes of the Emperor. Rich in culture, skilled artisans, and the most influential members of Imperial society, Narria offers the best the Empire has to offer.
Narria is home to approximately 8,000 persons. About 5,000 beings live in The City. These people come from a variety of backgrounds and occupations, from simple beggars to the finest craftsmen on the Continent. Being the largest city on the Continent and the seat of Imperial power, The City enjoys a diversity of people, pleasures, and wealth unknown anywhere else in the Empire. The remaining 3,000 live mostly to the west and northwest of The City and engage in farming, lumbering, or mining.
The government of Narria is simple. You have the Emperor. You have the masses. The Emperor is the supreme Executive, Legislative and Judiciary. To assist him in these roles, the Emperor has appointed several different people. The High Chancellor is second only to the Emperor in all matters. Anyone arriving at the Palace will most likely meet with the High Chancellor either before or in stead of meeting with the Emperor. Beneath the High Chancellor are the Chief Justice, who regulates the Courts and the Judicial Process and the Civil Council, a organization of elected representatives of the masses, whose role it is to advise the Emperor on the needs of the people.
The current Emperor is Emperor Richard Haussman (Richard II). The High Chancellor is Sir Eric Grindstowe, the Chief Justice is Markum Lews, and the Civil Council Head is Tobias Martin.
The Kingdom of Rotharn, lying to the north of Narria, is a combination of climates, terrain, and cultures. The rich agricultural plains of the west contrast with the rugged, impassible Dividing Mountains of the East. The region is inhabited by several cultures. Although considered to be a human kingdom, humans make up only one facet of Rotharn society. Considered to be a bit backwards by many, recent large expenditures in these regions by the Empire and by prospectors looking to exploit its rich natural resources have brought many of the finest amenities to this patchwork Kingdom.
Rotharns are a mixture of three different races. The largest by far is Humans, with about 4,000 living throughout the Kingdom. In the western plains of Rotharn a race of brutish humanoids called, orcs live. These creatures tend to be slightly taller and tougher than humans are. In the east, there is a growing population of about 1,000 Dwarves, displaces from the southern reaches of the Great Dividing Mountains. These dwarves have come north in large to extend the mines deeper into the mountains and to gain access to the abundant copper there. Lastly, there are almost 1,000 human mountain folk from the Fire Mountains in the Kingdom of Wyrzyrk. These mountain folk are mostly slaves captured in the skirmishes their people make against the Imperial Army in the region. They, like the dwarves, have been brought north to extend the mines and harvesting of natural resources in the eastern reaches of Rotharn.
The government of Rotharn is relatively simple, with a King ruling over the entire kingdom. Beneath the King is a Chancellor, who is second to the King. The Chancellor appoints a Justice, a Sheriff, a Tax Collector, and a Master at Arms, etc. to run the government. These people then appoint nobles to govern the powers and/or regions under their control. There is no common assembly such as the Civil Council in Narria, but some villages and towns are ruled by a council of town leaders, one of whom is empowered to speak for the town in matters of state. This form of democracy is neither hindered nor promoted by the King.
The current king is in dispute following the assassination of Leod I. The dispute is between the Chancellor, a strong man named Tomas Yaren and the Man-at-arms, Lord Wulfgar.
The Kingdom of Hessel is the largest human kingdom in the Empire and indeed, one of the largest kingdoms in the entire Empire. Its borders encompass 234 square miles, including over 100 square miles of the Southern Sea, making it the largest power on this expanse of water. In addition, the Rivers Rotharn and Aura provide for transportation of goods deep into the heart of the Kingdom. The western and central regions of Hessel are broad, fertile farmlands, enriched from silt deposited during the summer floods, as rain runs down from the Great Dividing Mountains in the East. The easternmost portions of the kingdom are dominated by the Great Dividing Mountains, which form a near impassible border with the Eastern Kingdoms.
Hessel is home to 20,000 humans, living relatively spread out across the kingdom. There are a small minority of Dwarves in the east (about 2,000 total) and a smaller minority of Elves in the northwest (less than 1,000). In the past, there has been a strong prejudice and violent attacks against non-humans. This still exerts itself in Hessel as a deep prejudice, although it is illegal to kill anyone of any race if they are a citizen of the Empire. The only people who are routinely downtrodden are barbarians from the Fire Mountains, who are looked on legally as non-citizens due to their constant defiance of Imperial power, their alternate beliefs in the Fire God, and their completely alien lifestyle.
The government of Hessel can be very complex. In order to maintain such a large, prosperous kingdom, Hessel is split in seven administrative Duchies. A Duke, who is second to the King of Hessel and reports directly to him, rules each Duchy. Each Duchy has a bureaucracy of nobles and administrators that take care of the day to day running of their Duchy. In fact, the Duchies each run almost in the same manner as each King runs his kingdom in the Empire. In addition, the cities in Hessel, with the exception of Castle
Balkburg is considered an administrative region of its own and has its own freely elected town council, of whom the Mayor leads and reports directly to the King himself. The administration of Castle Balkburg is the sole responsibility of the King's Chancellor, who rules through a system of bureaucrats.
The current King of Hessel is Jonathan Halberdt (John XI).
The Kingdom of Wesmoor is by and large a mystery to most folk. Home of the elves, other races and cultures are generally unwelcome inside its borders. Not much is known about this kingdoms reclusive inhabitants or why they are so adamant about remaining untouched by the outside word. Nonetheless, there always seem to be some group or another that seek to invade and/or conquer this mysterious country. As such, there always seems to be a war of some kind brewing along its borders.
As far as anyone knows, the Kingdom of Wesmoor is made up exclusively of elves. The exact population is unknown. It is exceedingly rare for a citizen of any other kingdom to be allowed to settle in Wesmoor, including elves and half-elves that have been raised among the humans.
To date, no one has been able to ascertain what sort of government, if any, is to be had in Wesmoor. Wesmoor does however, have some form of military as can be seen by the frequent outbreaks of fighting along their borders. For reasons of convenience Wesmoor has sworn a loose oath of fealty to the Narrian Empire.
The Seafaring kingdom of Vratra is a kingdom in the most liberal sense of the word. It was originally formed some one hundred years ago by a federation of seafaring merchants as nothing more than a large guild. Though it still functions as the base of the Vratran Merchants' Guild, it has long since degenerated into a hiding place for pirates, thieves, assassins, and the general scum of the Empire. The Vratran pirates, the largest thieving organization in Narria, is responsible for the constant harrying of the coast of Hessel.
Vratra is, in reality, an island chain. There are approximately fifteen islands that are capable of holding structures. They range from as small as two hundred square feet to five square miles. The biggest, the island of Vratra is home to the government and to the Vratran Merchants Guild. Each island, with the exception of the island of Gringras, is connected with a crude causeway. This allows traffic between the islands. No causeway was ever built to the island of Gringras because it is rumored to be the home of Kreegor. Gringras is the second largest of the islands measuring three square miles. There are one or two small villages on Gringras, but nothing significant.
Approximately 3,000 humans and 500 half-elves live in Vratra. Pure elves, dwarves, and orcs tend to find the climate too displeasing and don't settle, with the exception of a settlement of twenty orcs on Gringras. Coincidentally, humans on Vratra named the island of Gringras. The story goes as such: The orcs of the smaller island sailed to Vratra to barter with the humans. The humans asked the orcs where they were from. One particularly young orc pointed to the smaller island and said "Gringras." The humans, assuming the orcs were stupid, began to call the island that. What the young orc had attempted to say was "Green Grass."
The Vratran people are fair-weather religious. The sailors pray to the water and the air to deliver them and their goods safely and give those deities credit when this is accomplished. Yet they lament to Kreegor the moment anything goes wrong. It is said, though, that in Vratra, the biggest temple is the inn at Vratra harbor--and it is unquestionably a temple to Kreegor!
Vratra has a government in the absolute loosest sense of the word. The original head of the Vratran government was Guildmaster Storin Beck. When Narria annexed Vratra, the Emperor declared Beck king. Since then the line of Beck has ruled as King of Vratra. The King appoints citizen advisors to help him in his rule. Among them, it is mandatory to have the Guildmaster and the largest landholder (usually a farmer). Once appointed, these positions are for life. Of course, the position of Guildmaster tends to change hands at the whim of the Guild. The current Guildmaster is Peter Beck. The majority landholder is Gorham Beck. His Majesty, Robert Beck III, sits upon Vratra's throne. The last citizen advisor is a man known as William Beck. William's appointment has lasted the longest of any of the advisors and it is rumored that William has something to do with the Vratran Pirates. This family network has led to the downturn in society that has taken Vratra and it's three small cities to the abyss that it is in. Gorham's farm is on the northern coast of Gringras. It is unknown what he farms, as most of the northern coast of Gringras is rocky and full of caves.
There is no military in Vratra. Though many of the Emperors courtiers joke half-heartedly that the Vratran pirates are the Vrartran military.
The Vratran economy has three sources. Those sources are trade, exporting of the wines, and piracy.
Wyrzyrk is a word that is derived from an old orc dialect. It means Wild Place. The center of Wyrzyrk is a massive mountain. Surrounding the mountain are foothills and a gradual change to planes then forests, similar to those of Wesmoor. The foothills and plains regions allow for wonderful farming lands and the forests are used (much to the neighboring elves' horror) for lumber. There are three distinct populations of Wyrzyrk that lead to a constant power struggle.
The geography of Wyrzyrk actually beings under it. Inside Mount Wyr, the centerpiece to the country, a large community of dwarves have made their home. On the unforgiving slopes of the mountain dwell the Mountainfolk. Once in the foothills and plains, the ground is extremely fertile and allows for excellent reaping opportunities. Further to the north is the great forested regions of Wyrzyrk.
The population of Wyrzyrk is varied into two separate races, but several social structures. The human population of Wyrzyrk prefers to think of themselves as two separate races; the lowlanders and the mountain folk.
There is a strict social structure to Wyrzyrk that is unheard of in most of the Empire. There are five distinct social castes that makeup this structure. On the bottom of the ladder there are the slaves. Next up are serfs. Serfs are followed by landowners. After landowners are barons. Finally there is the Royal Family.
The dwarfs operate autonomously of the human element in the kingdom. This is because that Mount Wyr provides the Empire most of it's steel and Haussman has informed King William to allow them their privacy and freedom in exchange for the steel they supply.
There are approximately 5,000 humans and 2,000 dwarfs living in Wyrzyrk. Of the 5,000 humans, 700 of them are mountain folk. Wyrzyrk sees an annual grown of .5% or 35 individuals. This raises to a full 1% during dwarven mating years.
The Royal Family consists of Prince Breagar, who is heir to the throne, his sister Princess Emily, and their parents. The current king of Wyrzyrk is King William Belgledden. He is absolute ruler of Wyrzyrk and answers only to Emperor Haussman. His wife, Queen Esmilla has no true rank other than being the wife of the king.
The Wyrzyrkian military consists at peacetime of five hundred men. During war it increases to as many as two thousand. Half of that number is in a well-built superior naval force that patrols the coasts against the Vratran pirates.
There are three large sources of money to be made in Wyrzyrk. The first source is in agriculture. Wyrzyrk has a superior-growing environment. The second method is in lumber and shipbuilding. These industries go hand-in-hand. The final and most lucrative source is in steel and iron exportation. This is almost exclusively the province of the dwarves.
Colrung is a small country on the corner of the western arm of the Narrian continent. It has long grown up in the shadow of its larger neighbors and has been a target for far reaching piracy. Though much abused, it has grown to be a proud nation amidst two of the giants of Narria.
The northwestern city, Colrung's Point, is the capital of the country. It contains nearly half of the nation's population within its boundaries. The southwestern city, Groble is an important port city. Colrung's Point has the distinction of being one of the few human settlements with underground tunnels leading into the wilderness. This is for the King and his parliament to escape if Pirates attack from the sea. Groble is actually a walled city, with massive gates blocking it's small harbor. The gates are made of ancient oak trees and have never fallen to invaders. The gates run on a dwarven made mechanism that can close the harbor in five minutes from warning to the final clunk of the massive gates coming together.
The people of Colrung are hard working and intelligent. Education is mandatory until the age of apprenticeship. At that time Colrung's young adults can enter into a trade, the armed forces, or agriculture. Living in constant fear of pirate raids and living with nearly constant rains have led to innovations and defenses that are the best in the Empire.
Colrung is ruled by a parliament and monarchy combination. Neither branch can make policy without the other agreeing. The parliament is made up of elected Lords from throughout Colrung. There are even two elfin lords. The Prime Minister of the parliament has power nearly equal to that of the monarchy.
The current Prime Minister is a dignified elf called, Artus Gladetender. As the seat of Prime Minister is for life (unless voted out by the parliament in a vote of no confidence), Artus has held his seat as Prime Minister for nearly 200 years. Artus acts as an advisor to the monarchy in addition to his parliamentary duties.
The current monarch is King Jeremy Hapscomb. Hapscomb is a young man of 20. His father died in a hunting accident two years ago and Jeremy found himself in charge of Colrung. He's still very untried, but listens to Artus, who has advised several of Jeremy's ancestors, and has held the steady course of Colrung.
Gorheim has been called "A mountain range with some hamlet-shaped rocks." The granite boundaries of Gorheim form an unforgiving map of the hardship it has imposed upon its inhabitants. It's dim past of constant war between it's dominant Orcish natives, and the hardy tribal humans scattered across it's valleys, Gorheim has only in recent centuries seen an accord between the races. Rivalries between the two races, and indeed, even among individual clans and tribes were common when competition for game was fiercer. Since then, the humans have come to mastery over agricultural techniques uniquely and ingeniously suited to the harsh mountain valleys, and the Orc's contently abandon them in favor of the game-rich hillsides and easily defended peaks.
In recent decades, the populations have mixed less with less volatility, until today it is not uncommon to find communities that trade, hunt, and generally exist more-or-less together. The peak dwelling humans are rough beyond credulity, seeming more orc than human in most things, and earning well the moniker 'barbarian'. These warrior folk form most of the human army of Gorheim, while the Orcs maintain their own forces based on a complex system of clan standing and war councils. Rumors exist of accords that agree to combine forces to defend the general borders of Gorheim, should such a need ever arise. This is a thought frightening enough to keep most neighboring kingdoms at bay.
Gorheim lacks a true government in the usual sense, it's two races are ruled independently, with humans being aware of Orcish law (such as it is) when traveling in their territories, and Orc's grudgingly abiding Human law when dealing with them.
The Orcs are ruled by Clan, with the strongest clan determined every five years in a brutal series of games and tests participated in by the youngest and strongest Orcs from each Clan. There are no dynasties, and Orcish rule can alter radically with the installment of each new Clan every five years. It would truly spell mayhem for either the Rockskin Clan or the Rawblood Clan to gain control. Both of these barbarous Clans (even for Orcs) harbor dissidents who believe that, despite embarrassing defeats, no quarter should be give to scrawny humans, and the gauntlet of war should be taken up again. Thankfully, a series of tragic and ongoing accidents keeps eliminating their strongest contenders during each year's seasonal games...
Human government is, to outsiders, rather similar - with Tribes replacing Clans, and a slightly more civilized Tribal Council. In fact, the Tribal Councils are little less than a microcosm of human governments in other lands. Instead of one ruling family, each of the Councils meets individually twice annually to make decisions for the Tribe. They also meet once as a group biannually to decide larger issues by consensus. The oldest member of each tribe are considered as "speaking with two voices" if each of the other Tribes agree that such members are wise and that the blade of their mind has not dulled (most such venerable folk are still revered, but kept politely from the Council Gathering). Great feasts accompany any gathering, and there are games of strength and skill among the warriors (men and women both are know as unbelievably brave and fierce in other cultures. Scholars speculate that it is this equality and ferociousness that gives the human folk of Gorheim their savage reputation in other lands.). Warcraft and strength of arms serves the Councils well, but are not considered a basis for decision-making ability. Tribe members are elected to speaking (voting) councils based upon their contribution to the Tribe. This ensures that great hunters, cloth makers, teachers, builders, and crop tenders are given a voice as well as the mighty warriors. Most of this is opaque to visitors and made doubly so by preconceptions and prejudice.
Dranok is the traditional home of the dwarven nation. It has existed since the world was young and it is rumored that when the Wesmooran elves ruled the continent before the coming of man, the dwarves already lived beneath the mountains of Dranok. Dranok originally was comprised of all the land surrounding the Dranok Mountains. It was during the Empire's formation that Droginy and Ossfeld came into being.
Dranok's population consists of an uncountable number of dwarves living under Mt. Dranok and 150 humans living in either of the above ground villages that sit in the northern corners.
The dwarves are a very spiritual people. Traditionally, they are followers of the earth goddess for it is in her domain they make their homes, though all the gods are revered in some way. Favorites are the Earth Mother, Kreegor, and Juggorahm.
The current king of Dranok is King Bragon Undermount of the Clan Steel. He has been king since Dranok joined the empire four centuries ago.
All adult male dwarves are responsible to take up arms and defend Dranok if the need arise. The need has arisen only once in the kingdom's history when two hundred years ago the orcs of Gorheim attempted to invade. That war was fought to a stalemate before the Emperor stepped in.
The Kingdom of Sopton lay to the north of Rotharn along the Channel coast. Nicknamed the "Crossroads of the Empire," Sopton is a key nation. From it's northern shores, the Imperial Navy launched the invasion of the nations of Nordlund. At the eastern frontier is the Northwest opening of the Gorheim pass, the only method of travel around the Dividing Mountains. Additionally, the River Oberth provides transit from the Channel in the North to the southern frontiers. Finally, a great network of roads, the best in the Empire, crisscross the plains of Sopton, connecting the small towns and cities of the Kingdom with each other and the rest of the empire.
Though originally a pride savage people, at one with the land, surviving against the elements, Soptonians are now considered the finest merchants in the world. In order to survive, they had to learn to bargain, barter, and outright rob someone in a legal manner (sign this contract, please). It is widely known never to enter into an agreement with a Soptonian until you have the contract checked and checked again. Even then, expect to come out poorer for the matter. For this reason, many of the power structure, not just in Soptoon, but throughout the Empire, have at least one Soptonian at the top of their leadership. They have developed into natural con-men, salesmen, and diplomats.
The current king is Morden IV. The head of the Ruling Council is a ruthlessly efficient woman by the name of Selene.
Orlyak is a sizable nation that sits on the southwest most corner of the empire. Formerly known as Orlykan a word that in the lost language of this land means, "Dynasty of Sun", Orlyak was the last kingdom to fall under the rule of the empire. Southwest of the nation is the island chain that is home to the Descendants of the Crimson Blade. Oddly enough, the Crimson Blades did not interfere in the war between Narria and Orlykan. Neither the empire of the sun, nor the Narrian Empire has ever made any harsh demands against the islands, as they are only a moderate source of fishing. Worshipers of Jugghoram have been eager to visit this Isle as it is made up of still active fire-mountains.
Orlyak is home to roughly 9,000 humans, 1,000 dwarves, and 700 orcs. No matter which house one visits, all citizens of Orlyak, human, dwarf and orc alike, seem to have an unswerving sense of duty. Craftsmen look their occupation more like an art to pass on to their children. A job is never rushed, and a well-produced product always outweighs how much green it will earn.
Caslav is east of the Gorhiem Mountains and north of Orlyak. A Heavily forested nation, it was key in the invasion of Orlyak. The road of invasion now helps to connect the empire, and allows the Great Coslovain Carnival Caravan to traverse the continent. This caravan performs its greatest show in Narria on the Day of Blowing Wind, the most holy and festive day of the empire.
Caslavians are a cheerful, though a superstitious lot. Most Caslavian villages are a collection of three to five families or clans, which surround what passes for a larger metropolitan area. Due to the vagabond life style of many citizens of this kingdom, it is hard to accurately gauge the population. It is believed that on average you can find roughly 3,500 humans, 1,000 elves, and the occasional orc tribe. They tend towards worship of Celis, goddess of festivals, and the Air god, believing that he is the lord of all travelers.
Czar Dracos currently leads Caslav; a descendent of the first Czar appointed by Emperor Maximillian himself.
Ismund is one half of what used to be the country of Nordland. It was on Ismund's southern shore that the first wave of Narrian conquerors struck. The coastal town of Ramsmark (now called Beachead) marks the first Nordlund town to become part of Imperial Narria.
The people of Ismund are a downtrodden, beaten lot. 5000 humans, kin to the mountain folk, call Ismund home. Once a proud race of warriors, the Ismundian horde found themselves subject to Imperial whim.
Medicine is almost exclusively clerical. Juggorahm and Kreegor are the dominant religions of the country.
The country is ruled by martial law. A viceroy appointed by the High Chancellor controls all of Ismund. The Ismundians are forbidden from forming any armed force.
The country of Isjein makes up the northern half of the island country of Nordland. Isjein served as the last defense of the conquered nation falling nearly fourteen days into the invasion.
Isjein, like it's neighbor, is a cold, forbidding country. It is divided from Ismund by the Nordlund Mountains.
Exposed more to the sea, Isjein is pelted year long with horrible gales that in winter become devastating blizzards.
Since the sacking during Isjein's "annexation," the only settlement that is permanent is Maximillian's Reach, the capital. The remaining settlements are nomadic in nature and move as the weather decrees.
Isjein only boasts a population of 1500. The drastic difference between Ismund and Isjein is because Isjein proved much more resistant to Imperial Rule. As a matter of course, the Imperial Army sacked and burned everything, and everyone they could in retribution. The 1500 surviving humans are kin to the mountain folk of the main continent.
The country is ruled by martial law. A viceroy appointed by the High Chancellor controls all of Isjein. The Isjeinians are forbidden from forming any armed force.
In the frozen wastelands of the northeast of the Empire, sits Droginy. More a prison colony than a kingdom, this nation was given its own status to self-govern because no one else wanted it. Droginy makes a great prison colony as its climate is harsh, nights long, and a strange force, or lack of force permeates the Kingdom, preventing magic from working.
The population of Droginy consists of an unknown count of forgotten prisoners, enemies of the empire, and traitors. To be banished to Droginy is truly the worst fate to befall any in the Empire.
The Grand Imperial Chamberlain of Droginy oversees the affairs of Droginy. The current Chamberlain, George Lyton, resides in Alexandria, as did all of his predecessors.
Seventy-two years after the Narrian Empire laid claim to most of the continent, the kingdom of Ossfeld was broken off of Caslav. The people of Caslav never seemed to mind losing Ossfeld, which translates from an old Caslavian dialect into forest of ice.
One of the smallest kingdoms of the Empire, Ossfeld is covered entirely by Taiga, or frozen forests. It rests along the northeastern shore of the continent, in a state of perpetual winter. Summer is one a period of three months where it doesn't snow; though the air still carries a chill. The northeast coast is surrounded by great ice flows that have separated from the Droginy glaciers.
The majority of the population consists of members of one of the three clans. Clan Snow Wolf, a population of 2,000 humans, and a transient Orc population, occupies most of middle and south of the kingdom, known for their wolf pulled sleds, and great skill at hunting. Clan Ice Bear is the next largest occupying the north of the nation. Its population of roughly 1,250 humans is renowned for their size and prowess in physical combat. The Deep Cold clan is the smallest and holds claim on the coast of Ossfeld. They survive on whales and seals, and are known to travel the ice fields that lead towards Droginy. Tarkahnan, is the sole god worshiped in Ossfeld. The others are insignificant to the way of life of the Ossfeld clansmen.
A small population of Soptonians, displeased with their country's descent into mercantilism, have joined with the clans, trying to re-establish a bond with the land.
Each clan is lead by a Chieftain, determined by hunting prowess, strength, combat, and storytelling. The entire nation is ruled by one of the Chieftains of the clans, who are rotated every five years with one of the other Clans. The Chieftain in power lives in the village of Alexandria, named for the second Emperor. This village serves as the only civilized area of the nation.
A former Duchy of Hessel, Wolfhollen broke away fifty years prior to the Empire's formation, in an attempt for its Duke to aid in the protection of Wesmoor.
Wolfhollen is bordered to the north by Wesmoor and to the south and east by the River Sylvan Run. A large lake sits off the southeast tip of Wolfhollen, and the west is bordered by a sliver of the giant nation it separated from. Most of Wolfhollen is covered in a thick forest
Wolfhollen is a land where station goes unnoticed by its population. The lords of the land are able to chat with a farmer, who is not cowed by the noble's title. A population of 4,000 mixed humans and elves stay ever vigilant of any possible aggressions towards its protectorate. The largest Lodge of Tarkahnan resides within the forests of Wolfhollen, though its populace has been known to utter prayers to the Lady of the Wood. It is believed that a coven of the Sisters of the Green holds conference in the deep wood of the kingdom.
The kingdom is lead by a Grand Duke, chosen by blood descendants. The current grand Duke is Edward the IV. Ruling under the Grand Duke are 10 wardens, chosen by the populace of each area they represent. The warden is responsible for administering justice, and protecting his area.Back to the Moore Diversions, The Aura Unveiled Introduction Page