Kingdom of Panthais


File:KingdomOfPanthais.png

The old forest kingdom of Panthais.
Regional Information
Population 756,000

50% Humans
15% Fhen Khanur
10% Ta’Jahu
10% Chovah
5% Formorians
10% Other

Capital Bragih
Government Monarchy; ruled by Queen Callisa Morinog
Major Religions Elal, Mala, Llir
Imports / Exports Timber, coal, silver, leather products
Total Area 3,412,500 sq. miles
Dimensions Length: 1,950 miles

Width: 1,768 miles

Elevation Average: 8,500 feet

Lowest: Sea Level
Highest: 28,850 feet

Known For Ancient fiefs, Storhet forest, Kingdom rifles, Royal Guard, Watchmen, High Road, Black Gate
Major Roads High Road, Westering Road


The Kingdom of Panthais, often referred to simply as the Kingdom, is one of the oldest kingdoms of the Northern Realms. Though it is not especially large when compared to the full breadth of the Northern Realms, it is one of the most powerful northern kingdoms, holding back the more evil-filled northern realms from sweeping south in waves of invasion.

Panthais maintains a huge standing army commanded by the Queen. This army is backed by several earth dragons that reside within the Sazar Crys Mountains, as has been customary since the Great Pact.

The kingdom is a heavily wooded, rugged land with cold winters and warm summers. It is a place of ancient ruins, dark pits, deep forests, monster-haunted valleys, and openings that lead into the Tav Aeduhn Realms. It is cut in half by the High Road, which ends at Gunaithus, also known as The Black Gate, where it intersects with the Westering Road.

Overview

Panthais is a rugged forest kingdom centered around clan loyalty, fief law, military readiness, and devotion to the crown. Much of the kingdom lies within the great forest of Storhet, surrounded by the feet of the Sazar Crys Mountains and the wooded marshlands that lead toward the Ni’Drazan Fier Khaikin.

Although outsiders often view the Northern Realms as wild and uncivilized, Panthais is a stable, old, and organized monarchy. Its people are hardy, direct, capable, and famously loyal to their clans and to the Queen.

The Kingdom is rustic in appearance, but it is far from primitive. Roads, trails, watch-towers, fief seats, trading towns, magic schools, and fortified cities bind the kingdom together. Yet for all this order, thousands of square miles remain Wild Lands, where mortals have left the land to beasts, monsters, spirits, and old powers.

Inhabitants

As the central kingdom of the Northern Realms, the Kingdom of Panthais is home to many different species. Like much of the north, it is dominated by the Isande, though there is a great mixture of bloodlines, ranging from the Tsingari people to the Pwagan bloodline.

Numerous non-human species call the Kingdom home. There are populations of Ta’Jahu from Ta’Kanasiti, clans of Fhen Khanur hailing from Ahgrinuu, and numerous clans of Formorians who reside in the Umbridge, the footlands of the Sazar Crys, in small villages.

There are also many monstrous humanoids that crawl, walk, hunt, and dwell within the Kingdom. The most prevalent are the Oku, who make up most monstrous humanoid encounters in the region. These clans have not united under a single flag and are just as likely to attack one another as they are to attack travelers.

The forests and mountains of the Kingdom are home to large clans of giant-kin, including Jhala and Sko, who hold sway over large regions of the Sazar Crys and several valleys within the Kingdom.

Storhet is home to many hamlets of Gunthians, who make their homes high above the ground in the older trees of the forest. There are also many groups of Sigah Bhalka, kobolds, goblins, Atufolk, and other Nuhtegh inhabiting the darker valleys and vales of the Kingdom.

Languages

The predominant language of the Kingdom is Common. Many fiefs, small hamlets, and towns still speak old Common, known as Yae’hldra, or a mixed hybrid language known as Forest-Talk.

Forest-Talk is a simplified language spoken among the less educated folk of the Kingdom. It is made up of Common dialects, Yae’hldra, and Elvish influences.

The most common educated languages of the Kingdom are Common, Cor Shan, Fak-Chun, and Rhavad. Those who study at the Library of Odiryn in Bragih may learn more unusual languages and dialects.

Life and Society

Life within Panthais can be hard due to the long winters and the arctic winds blowing down from The Vast. Life is made more difficult by hostile oku, wildmen, monsters, and other dangers.

Most of the Kingdom is divided into small fiefs governed by a noble or regional protector. Often, one of the barbarian kings is left in charge of a specific area, partly to keep them content and tied to the Kingdom’s order.

Society is based around the family unit, clan loyalty, and allegiance to the throne. The fiefs are home to large families or clans that have lived in their territories for generations. These clans usually contain between ten and thirty members in each extended family group, living in their own small communities, thorpes, or villages within the fief.

A typical fief covers about 75 to 250 miles and contains four or five villages. Each village may contain anywhere from 150 to 1,500 individuals. There are 150 fiefs within the Kingdom. The oldest fiefs are concentrated in the center of the Kingdom around the capital.

Each of the 150 fiefs has a large city, town, or village acknowledged as its fief seat of power. In this seat, village, city, and town leaders meet to adjudicate laws, hear news from the capital, and decide the future of the fief. These seats are also strongholds in times of attack.

The majority of fiefs are ruled from large villages situated near the center of the fief. There are too many fiefs to detail in full, and only the most politically or geographically important are commonly discussed.

Fiefs of the Kingdom

The following is a list of the known fiefs, their crest, and whether they are a village, town, city, or group of villages. Most of these are not covered or detailed within these pages and are meant to be brought to life by players and GMs.

Fiefs of the Kingdom, A–K
Fief Type Crest
Abarra Town A Rising Falcon
Agrin Village A Sable Raven
Aiken Village A Burning Eagle
Akgihl Town Emblazoned Scythe
Akiz Town Hand Holding a Rose
Alpay Village An Oak Tree
Amrith Town An Arm from the Shoulder
Andul Village Two Laurel Branches
Anst Village A Gorgon’s Head
Antu Town A Boar’s Head
Ara Town A Manticore
Ardiz Village Three Bells
Arwood Town An Otter’s Head
Asvur Town A Bluh Dahn Head
Attan Town A Basilisk
Bair Town A Stag
Bando Town Right Hand Holding an Arrow
Belet Village Double-Headed Eagle
Blackurn Town A Lion
Bragih City A Hand Holding a Flaming Sword of Justice
Buaid City A Sunflower
Caid Village A Cup
Chnitt Town Sheaf of Five Arrows
Corsai City A Swan
Craig City A Lightning Bolt
Craw City A Barghest
Dacil City A Chimera
Dagar Village Cuth Sith
Dene Village A Warhorse
Dewar Village An Elk’s Head
Dol Town A Crane
Dragur Town A Unicorn’s Head
Druan Town A Rock
Dunbar Village Hand Brandishing a Sword
Dundan City Three Oak Leaves
Durie Village A Dire Wolf
Earb Village A Guivre’s Head
Edhel Town A Horse’s Head
Elda Village A Crescent Moon
Elphin Town A Sun
Erskin Town A Lady
Eyne Village A Praying Angel
Fara Town A Star
Forsyth Village A Goat’s Head
Galbrai Town A Hound
Galivray Town A Bear
Gandal Town Three Stars
Ghed Town A Burning Tree
Gilia Village A Castle
Glen Town A Flaming Fist
Greyton Town A Cross
Gunn Town A Sand Glass
Haig Town A Rainbow
Halam Village An Armored Fist
Halan Town A Half Moon
Halkit Town A Triple Tower
Hara Town A Hand Holding a Dagger
Hash Town A Nail Piercing a Heart
Hektar Town A Hydra
Helm Town A Cat
Heta Town A Boot
Heth Town An Imperial Sword
Hope Town A Sprouting Oak
Ithol Village An Oak Trunk
Jardith Town A Bow
Jiliak Villages Hand Holding Ten Arrows
Kanmu Town A Mount of Flames
Kasian Town A Raven
Kasri Village Four Raven Heads
Kene Town A Harp
Keriv Town A Pair of Balances
Kerr Town A Hawk
Khal Town A Ram’s Head
Kholan Town A Tower
Kinloh Town Two Wings
Kinsal Village A Bearded Man’s Head
Kzarik City Three Flames
Fiefs of the Kingdom, L–S
Fief Type Crest
Lachnan Town A Pegasus
Lenor Town A Hand Grasping a Crescent Moon
Lhar Town A Flaming Heart
Lurn Town A Rooster
Lye Village An Elk’s Head on Fire
Mar Village A Swan
Maral Town A Knight in Armor
Mare Village A Naked Woman
Marichioas Town A Mace
Mehtar Town A Dove
Mellabrun Town A Flaming Crescent Moon
Meria Town A Flying Eagle
Merien Village A Hound’s Head
Mina Town A Flaming Pine Tree
Monchur Town A Battle Axe
Muir Town A Flaming Sword
Mun Village A Bear
Mys Town A Bee
Nahn Town A Salmon
Nanik Village A Flaming Mace
Narn Village Three Towers
Nalenthor Town A Hawk’s Head
Norvel Village A Round Shield
Olphat Village A Badger
Othir Town A Flaming Manticore
Polnar Village A Satyr
Prahn Town A Flaming Bear Paw
Proreg Town A Falcon’s Talon
Rait Town A Six-Pointed Star
Rath Village A Bull’s Head
Rhod Town Two Crossed Swords
Rhom Town A Flaming Arrow
Rinlar Town A Crossbow
Roch Village A Flaming Armored Fist
Romal Town A Flaming Dagger
Rose Town A Phoenix
Sakur Town A Demon’s Head
Sanctuary Village A Burning Cross
Sanor Town Burning Antlers
Schan Village A Praying Mantis
Ungar Village An Iron Nail

Social Customs

The Kingdom is made up of haves and have-nots, yet all are expected to remain loyal to the crown. The Kingdom is divided into fiefs controlled by clans that form the backbone of Panthais.

Within this clan system, the haves are those related to the powerful Chieftain and the Chieftain’s family. These clan nobles may extend their relationship as far as third cousins of direct descent from the Chieftain.

The clans of the north are the main political system of the region. Each clan has a stake in the rule of the Kingdom, though the Morinog Clan has dominated and ruled for nearly 478 years.

Membership in both clan and nobility is passed down through the Chieftain’s family, male or female, since what matters most to the clans is that they are ruled by the most capable person.

Fiefdom clans have extended familial relationships with one another. Often, the children of one clan are raised by a maternal aunt in another clan, helping build ties between clans.

There are very few Isande who are not part of a clan. Those kicked out of a clan are called Sajalfur, or “dead ones.” They are treated as though they have died, and most clans refuse to engage with them. Many Sajalfur leave the Kingdom to seek fortune beyond the Northern Realms, and some leave Ta Los or Kralis permanently.

Arts

Kingdom art is diverse, ranging from flamboyant, sensuous paintings to innovative contemporary constructions. Nearly all clans hold folk festivals featuring music, feats of strength, endurance contests, and community celebrations.

Throughout the Kingdom, one finds large stone cairns and detailed carved totems. Most villages have halls for musical entertainment, ranging from pipe music and fiddles to new and extravagant instruments imported from as far south as the Empire of Resha.

Most art in the Kingdom is extroverted, joyful, robust, and flamboyant. This reflects the fact that many young Isande wanderers and students study abroad, traveling as far as the Southern Realms and the shores of the Barony of Michan.

Literature and Education

Most citizens within the Kingdom are literate to some degree. It is standard for a Chieftain and the Chieftain’s closest family members to be able to read and write in several languages.

Common folk may be educated locally by clan elders, bards, priests, or fief tutors, while those with wealth or talent may study in Bragih or abroad.

The Library of Odiryn in Bragih is one of the great seats of learning in the Kingdom, known for language study, history, magic, and recorded lore.

Architecture

The structures of Panthais are built from stone, lumber, iron, and occasional steel. Most buildings in the fiefs are made of thick gray stone blocks, fire-tempered pine, and heavy oak planks.

Each fief has its own architectural style, ranging from castle or citadel-style buildings to elegant structures with curved timbers and finely detailed etchings representing the beliefs and values of the clan that rules the fief.

Fortifications are common. Even small villages may possess reinforced halls, stone fences, watch platforms, or defensible clan houses.

Lifestyles

Life within the Kingdom centers around the clan and extended family. The clan is the support base of every fief. Most clans are held together by common descent from a single ancestor.

Nearly all clans are ruled by a Chieftain or by a group of powerful nobles. These leaders may also serve as religious leaders for the clan. Many believe that ancestral spirits remain within the fief and act as protectors.

The people of Panthais are known for battle prowess and for standing unmoving in the face of overwhelming odds. Alongside this martial discipline is commercial toughness. Kingdomers trade in much the same way they wage war: unwaveringly.

While most people are literate to some degree, they still rely heavily on oral culture. Public speaking is important, and people of the Kingdom are rarely modest. Shy or clumsy speakers may be ridiculed. Kingdomers are expected to defend their reputations and make their exploits known.

Daily life varies by fief and by connection to the Queen’s Clan. Work may involve livestock maintenance, lumbering, stonemasonry, mining, road work, watch service, trade, leatherwork, or any number of other needs.

Men and women have long been recognized as equals within the Kingdom. Women are given as much responsibility as men and often act as an important part of the workforce and in the defense of their fiefs.

Everyday clothing is simple and comfortable. Both men and women wear leather and cloth garments. Both sexes often wear billowy cloth trousers gathered at the waist with drawstrings. During colder months, these are replaced with thicker leather, woven cotton shirts, and leather vests. Common clothing tends toward light browns, greens, blues, and whites.

Noble clothing is more elaborate, with fine stitching, clan designs, gems, jewels, or other finery.

Kingdom Law and Government

Kingdom law is far from uncivilized. While each fief has its own specific laws for local circumstances, the laws of the Kingdom are well established and broadly followed.

Kingdom law is seated in the belief of preserving social order, civil rights, and equal justice for nobles and common folk alike. The Kingdom recognizes murder and treason as capital offenses. These are often punished by death, usually beheading.

Illegal slavery in any form is outlawed by the Kingdom. Those found owning or transporting illegal slaves are taken into custody and punished appropriately, with penalties ranging from death to ritual scarring and marring. Most slavery found in the Kingdom is indentured service between clans, often used as punishment for breaking clan law.

The Kingdom forbids cruel and unusual punishment, religious intolerance, arson, rape, molestation, and theft. Each fief adds its own clan laws, which may include rules on disobedience, larceny, assault, drug offenses, fraud, extortion, and embezzlement.

Most fiefs maintain varying levels of punishment, from death to being ostracized from the clan and marked as Sajalfur.

The Queen’s rule is exercised through three principal arms of authority: the army, the Royal Guard, and the Watchmen. Through these forces, taxes are collected, borders are secured, laws are enforced, and punishments are carried out.

Taxation in the Kingdom is not heavy. The Queen’s policy encourages prosperity within the fiefs, cities, and merchant companies. The Kingdom tax is around 5% and is levied on goods entering or leaving a province by legal means. All merchants must carry a Writ of Taxation while within the Kingdom. Failure to carry such a writ may impose a fine of 250 to 500 silver.

The army is made up of able men and women from the ages of 15 to 45. It also includes Fhen Khanur, Formorians, Acires, and other species who call the Kingdom home. Typically, only 15,000 soldiers are on active duty, though the Kingdom can muster just under 90,000 within a day and up to 200,000 within a few days.

The core of the army is based around Bragih, while much of the rest is based in forts and fortresses along the High Road and Westering Road. Gunaithus alone can muster nearly 10,000 soldiers within a day.

Technology and Crafting

Despite the wider world’s view of the Northern Realms as lacking in technology and craft, the Kingdom offers several forms of craftsmanship and aradgah that are not easily found elsewhere.

Much of the Kingdom’s crafting is done in leather, stone, iron, and red steel. Its most famous technology is the Kingdom rifle.

A Kingdom Rifle is highly sought after for its accuracy, smaller chance of jamming, and reduced chance of misfire. It has an enclosed firing chamber that allows it to be fired in nearly any condition, including underwater or in mud.

Item Cost Misfire Accuracy Bonus Base Damage
Kingdom Rifle 2,500 silver 96–00 +10 10

Because of its numerous iron ore mines, the Kingdom is also a supplier to Southern Realms manufacturers who build Svemahjol, or levitation bikes.

Bragih sits on ground that hosts deep tunnels and mines used to harvest various types of Dolakh Crystals and several veins of Thoricar. Because of this, the Kingdom is well known for its Guangian energy blades.

Religion

Religion within the Kingdom is uniformly informal. While temples and shrines to Elal, Llir, Mala, and Gishra exist throughout the region, there is no universally accepted pattern of worship.

Most Kingdomers have little interest in elaborate ceremony and religious show. Many believe mortal beings have often been targets of celestial abuse and that mortals possess great power over their own destiny.

The most fervent Kingdomers sometimes meditate and silently converse with one of the deities of the Celestial Realms in personal prayers. Kingdomers pay special attention to specific deities on holidays, often performing simple devotions or charitable deeds.

Features and Important Sites

The entirety of the Kingdom sits within the great forest of Storhet, surrounded by the footlands of the Sazar Crys Mountains and the wooded marshlands leading toward Ni’Drazan Fier Khaikin.

There are many important sites and features that draw explorers, adventurers, sages, and monsters.

Caves of Khuldahn

The '''Caves of Khuldahn''' are an ancient series of limestone caves used by raiders, monsters, outlaws, and those avoiding other clans or the Royal Guard.

Located near the foot of the Sazar Crys Mountains, the caves are a series of caverns, passages, and rooms connected across many levels. They cover many miles beneath the surface.

Some caves have been claimed by specific monsters. Others can only be reached through magical means, such as teleportation. The caves are always changing, as those who dwell within collapse tunnels or open new regions. They are often described as mega-caves.

Darmahl Ridges

Extending from the Sazar Crys, north of the village of Marichioas, a ridge of black granite, known as the Darmahl Ridges rises from the ground and ends in high cliffs nearly 1,200 feet tall.

The cliffs are dotted with openings, some reachable only by dropping from above with ropes, scaling broken cliff edges, flight, or magical means.

The black granite is cold to the touch, like ice. Many holes lead into tunnels and chambers within the ridges. It is rumored that one tunnel leads to the hidden shrine of Khul Tak, an ancient undead being known as a yaqu.

Ever Summer

Legend and rumor hold that in the heart of Storhet there exists a place where winter never comes and the snows of the north never touch.

Referred to as '''Ever Summer''' in ancient texts, it is said to be the place where Gishra first set foot on the lands of Ta Los.

It is filled with ancient oaks and green aspens. Those who seek Ever Summer will never find it, but those in need of warmth in the heavy winters of Storhet may discover it.

Ever Summer is guarded by ancient Sidz Ra and chosen priests and priestesses of Gishra. It is home to fae kin, elemental creatures, and other wild beings.

The grand temple of the Great Mother, known as Ga’Rishara, is built of thick white oak and pure silver in the center of Ever Summer.

Graveyard of Bragih

Situated outside the walls of the capital stands the ancient burial ground of the Isande people of the Kingdom of Panthais.

The graveyard is a walled area filled with graves, gravestones, tombs, and monuments. It is neatly tended by a contingent of Royal Guard and priests of Elal. Hundreds of families are buried in underground crypts or entombed in private monuments above ground.

The Graveyard of Bragih is expanded when necessary or dug deeper to add new generations of family members.

The graveyard is haunted, but priests of Elal keep the wandering dead mostly contained. Over the past thousand years, there have been incidents where undead, propelled by Negative Energy, escaped the walls and surrounding magical protections, disappearing into the deep woods.

Many treasuries lie buried within the graveyard, but few have the courage or skill to survive a night there. Those who escape with treasure are often hunted down by the Royal Guard.

Kilmar Mounds

Located 100 miles south of Bragih just off the High Road, the '''Kilmar Mounds''' are a number of large, stony mounds covered in dark earth.

They are scattered over a 50 square mile area, each standing between 100 and 200 feet high. There are approximately 890 mounds, all within 90 feet of another mound’s base.

Legend holds that these are slumbering earth dragons that have slept since the fall of the gods of dragons many millennia ago.

Many mounds have cave-like openings extending several hundred feet into and beneath them. Some tunnels are thought to descend thousands of feet into Tav Aeduhn.

Lake Mohar

Located north of Kzarik, '''Lake Mohar''' is the deepest non-ocean lake in the Northern Realms.

Though only 1,300 square feet in surface size, it reaches nearly 2,500 feet in depth. The lake is warm near the surface and grows progressively warmer as it descends into the earth.

It is crystal clear, and on bright days the noon sun can shine hundreds of feet into its depths.

Many believe the lake is the release valve of a much deeper lake within Tav Aeduhn, possibly open to Vaheem: The Western Reach, with hidden veins leading to cities of the Children of Qwalalatou and Mereel.

Ruins of Jahl

'''Jahl''' is one of the most ancient, ruined, and mysterious locations within the Northern Realms.

It was once thought to be a remnant of the Renarthal Civilization, though many sages believe it may have been built by the BhetAmi, the Children of Chaos, during the Convergence of Planes.

Whoever lived there vanished mysteriously, and the ruins have remained abandoned ever since.

The ruins have become a home for monsters, especially Hazor, as well as undead such as apparitions, skeletons, and Cayikki Eribar. Several basilisks are also rumored to dwell there.

The Ruins of Qiniak

Sitting on the banks of the Running River, the ancient ruins of Qiniak rise like bony fingers.

Long ago, Qiniak was a flourishing Chovah city built around silver mining along the granite-faced cliffs south of the city. Many ancient stone buildings have been reclaimed by the forest, buried beneath vines, moss, and towering oaks.

No record exists of the city’s fall. Many believe the Chovah uncovered an ancient secret of dark power during their mining and that this force consumed them all, leaving the city empty and silent.

The ruins are now dark places where monsters and creatures make their homes. Open mine shafts grant access to dank, water-filled lower mines and the wealth the Chovah once mined but never spent.

The Tower of Arquino

Just east of Storhet, where the Oghold River exits the forest onto a wide open plain, stands the '''Tower of Arquino'''.

It was once a fortress of the kingdom of Kish before the First Age of this land. The fortress is defended by a high wall built from heavy hardwood and thick stone. After the fall of Kish, the tower stood empty for nearly a thousand years, during which monsters claimed the ringed interior.

There are no visible gates or doors through the fortress wall, nor any visible entrance into the tower itself. The tower rises over 400 feet tall and is decorated with numerous side spires. It is eight-sided rather than circular and has sparse windows.

In 1250 S.R. / 2800 N.R., a band of mercenary adventurers hired by King Hurigath Morinog found the tower and killed the necromancer who had made it home to his dark creations.

Since then, the tower has been restored under the protection of the Royal Guard and several spellcasters. It has become one of the leading schools of spellcasting in the Northern Realms and is now under the auspices of Grand Mage Rayche Blackstone.

Organizations

The Kingdom is home to many organizations, some loyal to the crown and citizens, others bent on destroying the Kingdom and returning it to a Wild Land state.

Royal Guard

The '''Royal Guard''', also known as the Queen’s Guard, is made up of the most skilled beings who claim the Kingdom as home.

They wear the Queen’s royal colors of silver and green. The Royal Guard numbers 250 loyal individuals divided into five groups of fifty. Each group rotates through protecting the Queen, resting, and performing specialized tasks on behalf of the Queen or Kingdom.

The Guard wears silver and green plate mail, carries royal swords of red steel, and is issued energy pistols and energy rifles magically enchanted to function only for the guards to whom they are assigned.

Watchmen

The '''Watchmen''', often called the Watchers in the Dark or simply the Watchers, are authorized by the Queen and supported by the fiefs to deter criminal activity and provide law enforcement.

They dress in the Queen’s colors and wear a sash representing their fief or city.

Their duties include fief safety, fire watch, crime prevention, crime detection, criminal apprehension, and recovery of stolen goods.

There are nearly 75,000 active Watchmen divided into septs assigned throughout the Kingdom. Most are lodged in watch-towers in each fief, city, or town, granting approximately 300 Watchmen per fief. These individuals patrol and protect the fiefs, cities, towns, and surrounding regions.

Forest Skalds

The '''Forest Skalds''' are a society of spellcasters and seers. They are the chroniclers of the Kingdom and travel its known and secret paths to observe and record history.

They pursue truth and do not interfere, even if the Kingdom itself may be put in jeopardy.

All members of the Forest Skalds bear the organization’s symbol tattooed on the inner left wrist.

Order of the Silver Sun

The '''Order of the Silver Sun''' is a network of healers, artists, and mystics divided into groups under various leaders.

They perform simple rituals for Elal, Llir, Mala, and Gishra and are recognized as the most organized religious body within the Kingdom.

They are idealists, and most are pacifists. Some are considered priests or priestesses of the various deities.

Kingdom Riders

Travelers on the roads, byways, and trails of the Kingdom are often threatened by gangs of monsters, highwaymen, or other unnatural creatures. The '''Kingdom Riders''' keep these places safe for travel and trade.

Established by royal decree, the Kingdom Riders patrol the Kingdom as guards and protectors.

They are known for silver shields, silver helms, bright mail, long spears, longswords, and rifles. Their mounts are armored in mail barding. Their shields bear a fiery mount, and their banners are red and silver.

Several bands of Kingdom Riders constantly travel the roads of Panthais. Each band consists of fifty heavy horse. Their mounts are said to come from an ancient breed known for speed and endurance.

Warriors of Storhet

The '''Warriors of Storhet''', also called the Ghosts of Storhet, are a group of individuals who believe the forest must be protected from mortals, monsters, and other creatures that would destroy it in the pursuit of land or control.

They number several hundred men and women of various species and spend much of their time fighting evil giants, goblinoids, and occasional demons.

They mostly travel the southern woods, 200 leagues south of Bragih, and maintain headquarters in a hidden and lost ex-Chovahaktol mine and outpost.

The Dark Heart

'''The Dark Heart''' is an evil organization bent on the destruction of the Kingdom.

Its members seek to bring about the fall of Panthais and replace it with a realm established in the name of Mala, returning the ancient forest to a former state of darkness, mystery, and evil creatures.

Their efforts often cost many lives, destroy fiefs, and bring ruin to civilization.

Major NPCs

The following is a brief introduction to some of the major people of note within the Kingdom.

Queen Callisa Morinog

Queen Callisa Morinog is the young Queen of Panthais. She is 35 years old and took the throne when her father, King Hizkal Morinog, suddenly disappeared from the throne room.

She has displayed a strong instinct for government. In the early years of her reign, she has shocked many chieftains with her directness, capability, and political sense.

Callisa has an excellent sense of the worth and motivation behind counsel offered to her. She has removed many schemers from court, making enemies but strengthening her status as a powerful leader and earning loyal friends throughout the Kingdom.

She has resisted attempts by suitors from the fiefs to win her hand in marriage. She values her independence and freedom, considering herself married to the Kingdom rather than to any man or woman.

Rayche Blackstone

Rayche Blackstone is a legendary figure whose exact age is unknown. Texts describing him date back several thousand years.

He appears as an average-looking Dejah human with long brown hair, a goatee, and numerous tattoos. He has been a trusted pillar of the Kingdom since its founding.

Rayche is dedicated to the pursuit of deep magical knowledge. Though he presents himself as humorless and grave, he is known as a prankster with a sarcastic sense of humor. He is intelligent, gentle, and loving, but when angered, little can withstand the power he brings to bear.

He is a wise mentor to the Queen and perhaps the only person she trusts beyond her counselors. He is the last defense of the Kingdom and maintains a vast network of contacts throughout the world and Omniverse.

Rayche is a hoarder of information and secrets and is known to be a follower of Odiryn.

Julia Morinog

Julia Morinog is the younger sister of Queen Callisa Morinog. She is the ruling Chieftain of the Arwood Fief and ambassador to the Ta’Jahu of Ta’Kanasiti.

She is more reserved and soft-spoken than her sister. She is overly polite and serious, relying on ministers and deputies to help govern her fief and manage her duties as ambassador.

Julia is a tall, lithe redhead with natural beauty despite a long scar on her right arm from a failed assassin’s knife. She is a powerful Jinhuur who has studied throughout Ta Los to improve her abilities.

She is first in line behind her sister to rule the Kingdom.

Commander Rhigard Dyrstone

Commander Rhigard Dyrstone is the commander of Gunaithus and the Black Gate.

He is a giant of an Isande, rumored to be the offspring of an Isande woman and a Fhen Khanur. He is a respected and feared leader of the defenders of the Black Gate and has earned the title DeathMaker for the number of times he has led troops into battle against oku, undead, and nuhtegh from the Ice Kingdoms.

Rhigard stands just over 8 feet tall. He is clean-shaven with short dark blond hair. He wears black larkev emblazoned with the sigil of Gunaithus and wields a black imperial sword and an energy pistol that fires purple energy.

Chieftain Mara Kingstone

Chieftain Mara Kingstone is one of the most famous female chieftains in the Kingdom.

Known for her purple hair, she is a powerful woman with the strength of most men contained in a lithe, well-built body. Like her Queen, she is strong, independent, and unafraid to speak her mind.

Mara is pragmatic and focuses on what must be done rather than what she cannot control. She is realistic, strategic, and often harsh. She is a force to be reckoned with as she helps the Kingdom face looming threats.

Ashlu Mirto

Ashlu Mirto is the owner of the Anor Inn. She appears to be a hedonist, enjoying the great parties her inn occasionally hosts.

Secretly, she is a spy for the Queen and deeply loyal to her. She helps the Queen keep a pulse on events in the northern section of the Kingdom, as well as mercantile groups, mercenaries, adventurers, and explorers.

Ashlu carries herself with nonchalance, confidence, and serenity. Her mannerisms are theatrical, fitting for the owner of a large inn with many kinds of customers. She is slow to trust, but when she does, she cares deeply.

Valar Woja

Valar Woja is the commander of the Watchmen.

She is intelligent, driven, and melancholic. Though introverted by nature, she is fiercely determined. Before becoming commander, she was captain over the northern Watchmen, where loneliness and anger weighed heavily on her.

The Queen saw something powerful beneath her shell and promoted her. Since becoming Watchmen Commander, her anger and loneliness have faded, allowing her true strength to surface.

Commander Bre Unghart

Commander Bre Unghart is the commander of the Royal Guard and is charged with the safety of the Queen.

Powerful, quiet, intense, and headstrong, she is the last of the Unghart Clan. The rest of her clan was destroyed by invading oku and giants, later repelled by the Kingdom Riders. Bre was raised in orphanages in Bragih until she came of age, eventually joining the Royal Guard.

She is sarcastic, cynical, judgmental, honest, direct, and utterly loyal to the Queen and Kingdom.

Bre has proven herself one of the most powerful and experienced fighters in Panthais, if not the Northern Realms. In combat, she relies on size, strength, brute force, and unusual skill.

Cities

The following are the major and central places of the Kingdom where most civilized individuals gather for safety against the darkness of the world.

There are many villages and smaller towns throughout Panthais. Every one of the 150 fiefs has at least a small town, and some have larger cities. Not every city, town, or village is detailed here.

A few paved stone roads connect the larger cities and, more rarely, smaller villages. Most towns and villages are connected by rough mountain passes or craggy hill trails that are frequently overrun with foliage and wild growth.

Bragih

City Information
Name Bragih
Population 253,000
Government Ruled by Queen Callisa Morinog
Major Religions Elal, Mala, Llir
Imports / Exports Books, leather products, tech components
Known For Capital, High Road, Trade Moot, airship docks, magic schools, dolakh crystals, thoricar ore

'''Bragih''' is the golden capital of Panthais, situated near the center of the Kingdom along the High Road. It is a large city of nearly 3,000 main buildings, surrounded by heavy stone and iron walls.

Bragih began as a single village and grew into the majestic City of the North. It is first and foremost a city of trade, known for strong blades, worked leather goods, dolakh crystals, and thoricar ore.

Trading companies from around the world and Omniverse have major locations within the city. Like Dardura Sheva, Reshar, and Solcrist, Bragih is a city where ancient ways meet new technology.

As a landlocked city, Bragih maintains a strong airship dock that can support up to fifteen ships at one time.

The city is busy with new ideas, ventures, and goods. The Royal Guard vigorously hunts down thievery and smuggling where it can, but the city retains a frontier edge where clans, farmers, mercenaries, and nobility mingle.

Bragih is patrolled by the Bragih Knights, accompanied by war wizards when trouble appears. Royal decree has established curfews to make it clear that lawlessness is not tolerated.

The city has three major temples: the Tower of Stars dedicated to Elal, the House of Storms dedicated to Llir, and the House of the Wild dedicated to Atura. Shrines to Mala, Akiri, Albiorix, and Daemah are also found throughout the city.

Bragih is constantly threatened by nuhtegh, oku, giants, and occasional hazor. These threats are deterred by the city’s 80-foot-high, 15-foot-thick walls of stone and iron.

The marketplace, or Trade Moot, is located on the western end of the city along the High Road leading toward Ta’Kanasiti. It is rowdy and considered the roughest part of the city.

The city is the ruling seat of Queen Callisa Morinog of Clan Morinog, third of her name and fifth queen to rule the Kingdom. She rules the city directly as her fief and governs through her Council of Nine, elders from the nine most powerful clans sworn to the Crown.

Bragih is known for powerful schools of magic, especially the Bragih Military Academy. Training is strict, competitive, and expensive, with costs ranging from 1,500 to 3,000 silver. These costs can be offset by pledging seven years of military service.

Kzarik

City Information
Name Kzarik
Population 153,785
Government Chieftain Syr Nalon
Major Religions Aernus, Akiri, Gishra, Llir, Mala
Imports / Exports Amber, fish, sailing ships, salt, semi-precious stones, vinegars
Known For Bay of Sorrows, fishing port, shipbuilding, Kzarik Marines, mist, cats, smuggling

'''Kzarik''' is located on the Bay of Sorrows in the southern portion of the Kingdom, where the great forest of Storhet dwindles and the Oghold River reaches the coast.

It is the second largest city of the realm and much younger than many northern settlements, having been built in the early First Age.

The city is striking, with buildings constructed in similar square fashion from dark blue stone. It stands on three levels rising from the coast toward the north. The lowest level houses docks, warehouses, and much of the population. The second level contains temples, barracks, and common dwellings. The highest level contains government buildings, the Chieftain’s Palace, and the North Gate.

The city is known for its many cats, especially around the docks, and for the mist that shrouds it in early mornings and late evenings.

The people of Kzarik are openly hostile to foreigners, largely due to the sinister docks, piracy, and smuggling. Locals often instruct outsiders to register with the Watchmen and check in frequently.

Kzarik is both a fishing port and trade port to ocean-accessible realms beyond Panthais. Merchant warehouses and shops offer goods from throughout the Northern Realms and beyond.

The city is governed by Lord Syr Nalon of the Sharthane Clan, a giant Isande standing just over 8 feet tall. He commands a city guard of 15,000 and a garrison of 35,000. Approximately 5,000 Watchmen serve as part of both the guard and garrison.

Kzarik maintains a navy of nearly 350 vessels and numerous airships. Its elite troops are the Kzarik Marines, trained to fight in the air, on water, beneath water, and in forest operations.

Marichioas

Town Information
Name Marichioas
Population 8,856
Government Chieftain Mara Kingstone
Major Religions Atura, Gishra
Imports / Exports Red steel products, iron ore, thaumic cores
Known For Black Lake, swordmakers, red steel blacksmiths, thaumic cores, dark beer

'''Marichioas''' appears much like any other town within the Kingdom. It occupies a large meadow surrounded by hills and a wall of trees.

There is no true road leading to the town, only a series of horse paths. The town enjoys its semi-cut-off status.

Marichioas sits at the foot of the Sazar Crys Mountains and near the headwaters of the Oghold River, at the Black Lake. It is the main market for the surrounding region and nearby fiefs.

The town is calm and laid back, home to master swordmakers and red steel blacksmiths capable of forging impressive and powerful weapons.

It has also attracted spellcasters and aradgah crafters. In the relative peace of the area, these individuals explore new technologies and magical possibilities. The Blue Star Guild maintains a keep where thaumic cores are built and sold.

Marichioas is known for heavy dark beers made with water from the Black Lake. The lake is said to hold magical remnants of ancient springs formed when a touch of the Ny Shar plane of water touched the area.

Marichioas is also a jumping-off point for adventurers entering the Sazar Crys Mountains in search of lost treasures and Shinial Og.

Gunaithus, The Black Gate

Fortress-Town Information
Name Gunaithus
Also Known As The Black Gate
Population 253,000
Government Commander Rhigard Dyrstone
Major Religions Llir, Akiri, Hadak
Imports / Exports Glassware, black granite blocks
Known For Black Gate, northern wall, Westering Road, fortress-town, defense against the Vast

'''Gunaithus''', known as The Black Gate, is a famed fortress-town that stands as a lone sentry on a high ridge known as the Tyrshaw.

The Tyrshaw runs southeast to northwest along the border of The Vast. It forms a natural edge of broken land rising from the valley floor and creating granite walls that protect northern Panthais from monstrous hordes.

Gunaithus sits at the lowest point of this rise, overlooking the Winding Road that comes from the north across the Vast.

The fortress-town covers nearly half a mile in diameter and is surrounded by a 30-foot-high, 20-foot-thick black granite wall. From it stretches a fifteen-foot-high, 20-foot-wide black granite wall following the cliffs for nearly 1,000 miles in both directions. Every 25 miles, large towers are manned by soldiers.

Its wall is pierced by only two gigantic gates along the Westering Road. These gates are made of black granite, giving the fortress its name.

The town-fortress and wall are manned by 10,000 footmen, 1,500 heavy cavalry, and 3,500 archers and gunmen. It is also home to more than 1,600 families.

The inner village is a maze of buildings designed to provide defense if a horde breaches the walls. Beneath the fortress is a massive labyrinth used to store food, weapons, water, and to shelter villagers during attacks.

Ten Villages of Jiliak

Regional Settlement Information
Name Ten Villages of Jiliak
Population 253,000
Government Various Chieftains
Major Religions Daemah, The One, Elal
Imports / Exports Fish, mineral oils, dyes
Known For Jiliak Lake, Lhar Fief, Adandar, lake and river trade, Anor Inn

The '''Ten Villages of Jiliak''' are a collection of important settlements along the shores of Jiliak Lake. Although the name remains “Ten Villages,” the number of sister-villages has grown to fourteen.

The villages lie in the northern reaches of the Kingdom, in a windswept region with little forest or foliage beyond low shrubs, winter brush, salt bush, and greyberry weeds.

The villages make up the Lhar Fief. Some are as large as towns and cluster along the shores of the lake and roads leading into the hills of Ceithia and Ceithlenn.

The largest is Adandar, considered the seat of government for the fief and villages. It sits where the Running River begins its journey southward through the Kingdom.

Other settlements include Dephrin, Noan, Luskyn, Gorgthain, the Anor Inn, Dunshire, Juntin, Coldwater, Lyndon, Minbar, Illiard, Trybnal, and Daleshire.

The Ten Villages are important because they control the flow of river and lake trade to other parts of the Northern Realms. Adandar has many ports and warehouses used by mercantile companies storing goods before transport.

See Also

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