ERDANIS (The Six Baronies)
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Capital:
Population:
Majority:
Government:
Religions:
Exports:
Veccas
170 000 (30% slaves)
Human
Satrapy (Tamaran-controlled)
None (banned)
Timber, iron, copper, chith, slaves

        The south-western tier of Penduk is the territory of Erdanis (Ur-dan-iss), a series of small baronies that share a common alliance with the Tamaran Empire. Most of Erdanis is temperate, a combination of grasslands, deciduous forests, low mountains, and rivers. The southern portion of the territory is quite arid, steadily being swallowed by the desert spreading around the ruined Spiral collector of Arborat. Erdanis is populated largely by humans, and while the majority of the population is loyal to the Decider, most of the baronies are at war with each other over territory and trade routes. The rest are slaves of various non-human races, such as skoles, koba, and lutrai. Throughout the six baronies, non-humans are generally treated poorly, assumed to be slaves, or escaped slaves. Only the gorgs are exempt from this bias. Everyone loves the gorgs. They run the financial infrastructure of the entire region, and cooperate far more insideously than the bickering barons. Some even speculate that the gorgs are both orchastrating and funding this perpetual state of aggression from all six sides.

        Only the major cities are shown here, each a veritable fortress. Scattered around them lie scores of small towns and villages that are often subjected to the effects of the petty feuds going on between the Erdani baronies. Much of the fighting was brought to a halt when the barons signed their loyalties over to the Decider, though the residual hostilities still remain. Now and then, these hostilities will errupt into bloody conflicts that last only as long as the Decider does not step in and put and end to them. The most significant conflicts stem from the rival cities of Keipan and Veccas, on either side of the bay, though even this ancient hostility is swept under the rug whenever the Tamarans show up to make use of the inland waterways to transport slaves or materials. Further upriver, the baronies of Daen, Savagnos, and Zeskoi continue to compete over the use of the great inland river, the Tethys.

        Further south, the effects of the Wasting have taken hold despite the treaty between the Spiral and the Tamaran Empire. The very first collector was constructed in the southern desert, and later destroyed by the Creator war machine, Nigh. Arborat has infused the desert itself with a malevolent intelligence that causes it to spread outwards, an effect that has given it a more sinistre name - the Creeping Wastes. This cursed region continues to expand in all directions, even into the territories of Haun and Slank. It has already swallowed the former barony of Narada and the hidden hoomiku monestary, Deca, and unless it is stopped, the expanding desert will eventually devour the whole of southern Erdanis.






THE RIVER TETHYS
Stretching from Blacksail Bay to Icewell Lake, the Tethys forms the backbone of all transportation and distribution of goods throughout the six baronies. During the warmer seasons, barges and small ships are a common sight. The Tethys is very wide but fairly shallow at its terminating point, but much deeper and wilder near its origin in Icewell. Its waters are cold and very clear, with many varieties of fish.

SENTIENT DESERT
The region known as the Creeping Wastes is a desert possessed by the poisoned spirit of Ir'Heon, first of the Spiral Lords. This region is completely dead, infested with sand wraiths, and blighted by the ancient afterglow of Nigh's weapons, which makes it rather unplesant to anything that has a pulse. Worse still, the desert shifts and alters itself to confuse travelers.


  • Industrial: Tamaran industry is invisible, for the most part, undertaken by slaves of the empire far from the sight of the general populace. Under the most miserable of conditions, these slaves manufacture all the lavish goods consumed by the rest of the population, confined to shoddy, unsanitary sweatshops and crude labor camps. Most of the industrial work takes place in walled-in areas attatched to the towns themselves, and are overseen by cruel taskmasters such as czath and Machines. Most industrial areas are barely maintained at all by the stingy gorgs, who keep living conditions at the absoloute threshold of 'bare minimum'.

  • Residential: For citizens of the empire, housing conditions are excellent. Most of the cities are equipped for a static population, and thus most of the buildings are grand manors that have remained relativfely unchanged for decades. Anyone who burns out or is expelled opens up living space for new potential citizens. Great marble villas, oceanside manors, and ivy-laden mansions are but a few examples of residential architecture - one is hard pressed to find a house that isn't steeped in luxury. Most of these areas are well protected, too, often lit by enchanted lamps furnished by the Arcanar guild, and patrolled by the usual array of attractive Tamaran soldiers.

  • Commercial: Tamara is well-known for its marketplaces and bazaars, from which flow the most rare and exotic of commodities obtained by gorg traders throughout Penduk. Most of these marketplaces are composed of permanent and semi-permanent vending stations, most brightly-colored to attract the maximum amount of attention. The more permanent businesses tend to be run by the gorg merchant leagues, including the high-end slave markets, banks, and costers. Most of these are located in the wealthier quarters, while the brightly-colored stalls and cart-vendors crowd the docks to trade for goods coming in by boat. Prices are surprisingly low, though the highly-skilled merchants will use this to ambush the unwary customer into buying far more than necessary; just the way the gorgs like it.

  • Military: As with the rest of the Tamaran infrastructure, no expense is spared in the construction of fortifications, barracks, and gaols. In order to maintain the illusion of power, these structures are placed in prominant locations, resplendant with military parades and bright banners. In truth, most of these fortifications don't hold up under stress, being as packed with luxuries and aesthetics as they are. Security is sacrificed for lavish windows, gold instead of iron, and marble walls that look pretty but would quickly crumble under siege. The appearance of power is generally more than enough, however, and few would even begin to consider attacking the Decider's army.

  • Arena: One of the most common large structures found throughout the empire is the arena. From the greatest colloseum, to the lowliest fighting pit, arena combat is the core of Tamaran entertainment. Most of these arenas are very obvious, public buildings, though some of the dirtier combat takes place out of sight, in underground conditions. The largest of these colosseums seat thousands, with self-contained markets and entertainers to accent the main performances. Most have distinct themes, though the general motif is one of brutality and bloodlust, with plenty of spikes and bladed wire to go around.


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    Erdani Outpost Trade City Trade City Port City Drug Town Erdani Outpost Spiral Temple Solinar Artifact Port City Dead Siphon Hoomiku Monestary Desert Town Port City Port City Preserve Dragon's Den Erdani Outpost Dragon's Den Trade Route Lake Desert Medium Forest Light Desert