The Regions of Talislanta
The continent of Talislanta is divided into several major geographical and political regions, each home to unique cultures, city-states, and hazards.
The Seven Kingdoms
The territories designated as the Seven Kingdoms represent a loosely organized confederation of seven separate city-states, each ruled by its own king. Established during the New Age by the descendants of various peoples displaced by the Great Disaster, the Seven Kingdoms share a common government, known as the Council of Kings.
Governance: The Council of Kings
The Council of Kings meets once a month at the Royal Palace in Cymril.
- Voting: A majority vote decides all issues.
- Impasse: A four-to-three decision results in no official ruling, allowing each kingdom to establish its own temporary laws. This often leads to confusion, shifting tariffs, and fluctuating prices.
Defense and Security
The Seven Kingdoms are considered among the safest places on the continent due to dedicated patrols:
- Eastern/Northern Borders: Patrolled by Thralls mounted on Mangonel Lizards.
- Western/Southern Borders: Guarded by Blue Aeriad in river barge-forts.
Member Nations
Astar
Astar is a land of sylvan glades, lakes, and streams.
- The Muses: Nymph-like beings of exquisite beauty with butterfly-like wings. They are telepathic, often projecting thoughts or ideas to others.
- Society: Flighty and artistic, they have no permanent settlements and choose their "monarch" by drawing straws each month.
Cymril
The erstwhile capital of the confederation, located centrally.
- The Cymrilians: Descendants of the Phandre (exiled wizards). They have pale green skin/hair and golden eyes.
- Magic and Trade: Renowned for green glass architecture, windships, and amberglass. The city hosts an annual Magical Fair.
- Leadership: Ruled by the Wizard King, elected by popular vote.
Durne
A land of grassy knolls and sparse woodlands.
- The Gnomekin: Diminutive, nut-brown humanoids with a crest of fur. Strong, agile, and communicative through cat-like purring.
- The Subterranean City: Most live 200 feet below ground in a maze of tunnels and caverns used for farming mushrooms and amber crystals.
- Leadership: Ruled by the hereditary Gnome-King.
Kasmir
An arid region bordered by the Jaspar Mountains.
- The Kasmirans: Shriveled features, hooded robes, and always armed with concealed weapons.
- Wealth: Renowned as misers, moneylenders, and masters of security (locks, traps, vaults).
- The Dead River Bridge: A fortified stone bridge spanning a massive chasm, requiring a toll for passage.
Sindar
A land of mesas and arches, dependent on underground springs.
- The Sindarans: Seven-foot-tall, emaciated humanoids with dual-lobed brains and sandy skin.
- Culture: Renowned collectors of rare beasts and artifacts. They enjoy the game Trivarian and the liquor Skoryx.
- Communication: Use large reflective crystals to flash messages between mesa-top communes.
Taz
Jungle and swampy mire bordering Mog.
- The Thralls: Hairless, pigment-free, genetically identical warrior race bred for combat. They use elaborate tattoos to achieve individuality.
- Military: Most serve as the primary defenders of the Seven Kingdoms.
- Leadership: Ruled by a Warrior-King or Queen, a title won through an annual duel.
Vardune
Densely forested region along the Axis River.
- The Aeriad: Avian-descended humanoids (Green and Blue sub-species) whose wings have mostly atrophied.
- Horticulture: Experts in seeds and plants, particularly viridia (giant pods used for cloth, skiffs, and roofing).
- City of Vashay: A river city constructed of woven plant tendrils.
The Western Lands
Aaman
Aaman is a land of low hills and wooded glens.
- Theocracy: Ruled by the Hierophant of the Orthodoxist Cult.
- The Capital: Aamahd, a city of faceless white buildings overlooking the Great Barrier Wall.
- Security: Enforced by Monitors, Inquisitors, and Witch Hunters.
Arim
A dour, gray realm of irregular hills and steppes.
- The Arimites: Moody folk who favor chakos liquor.
- Assassins: The true power lies with the Revenants, a cult of assassins-for-hire.
- Cities: Shattra (mining), Akbar (citadel), and the Forbidden City of Ahrazahd.
Silvanus
Hilly woodland home to the Sarista gypsy tribes.
- The Sarista: Nomadic performers, healers, and tricksters who travel in loose-knit tribal caravans.
Werewood
A dark, tangled forest north of Zandu.
- Inhabitants: Werebeasts, Banes, Mandragores, Weirdlings, and the Dhuna witches.
Zandu
Gentle hills and deep forests.
- The Zandir: Colorful, liberal folk who follow the philosophy of Paradoxism.
- The Capital: Zanth, a beautiful city of copper spires and arched causeways.
- Current State: High tension with neighboring Aaman; the Great Barrier Wall is heavily fortified.
The Wilderlands of Zaran
The central sector of Talislanta, largely a wasteland littered with the ruins of the Forgotten Age.
Points of Interest
- The Aberrant Forest: Grotesque woodland where flora and fauna ignore natural laws.
- The Labyrinths of Sharna: Ancient maze structures inhabited by Ferrans (rodent-like scavengers) and the Wanderers of Ashann.
- The Kharakhan Wastes: Fire-despoiled ruins of a giant city, now home to the warlike Araq hybrids.
- The Barrens: Salt flats home to Land Lizards and Mangonel Lizards, and the Danelek tribes.
Independent City-States
- Maruk: A ruined city afflicted by a mysterious curse; its people (Marukans) are shunned as harbingers of doom.
- Danuvia: A stone citadel ruled by a gynocracy; currently mobilized against Sub-Men.
- Hadj: A wealthy resort city built near ancient obelisks containing the remains of magician-kings.
The Desert Kingdoms
Carantheum
Located in the Red Desert (scarlet sands).
- The Dracartans: Masters of thaumaturgy who use sail-powered duneships to traverse the desert.
- The Capital: Dracarta, a city plated with red iron.
Djaffa
Scrub plains and parched desert.
- The Djaffir: Nomadic folk divided into merchant and bandit tribes. All follow the Caliph.
Rajinnar
Arid realm southeast of the Red Desert.
- The Rajans: Fanatical death-worshippers ruled by the Khadun.
- Military: The primary threat in the region, seeking to conquer the Red Desert.
The Eastern Lands
Chana
Hot, wet jungles on the southeastern coast.
- The Witchfolk: Headhunters and cannibals who dwell in the deep jungle.
Harak
Bleak, desolate land of mountains and frigid winds.
- The Harakin: Fierce, nomadic warrior clans who view all other creatures as prey.
The Quan Empire
A vast territory ruled by the Quan through a rigid caste system.
- Vajra: Miners and builders (pangolin-like).
- Sunra: Semi-aquatic sailors (silver-scaled).
- Mandalans: Golden-skinned scholars and artisans.
- Kang: Red-skinned warrior caste; the empire's primary military force.
- The Quan: The ruling elite, known for extreme decadence and obesity.
The Northern Reaches
L’Haan
Vast snowfields and ice peaks.
- The Mirin: Blue-skinned folk who live in ice castles. They use adamant-runner ice schooners.
- The Snow Queen: Ruler of the capital city, Rhin.
Narandu
Frozen wasteland home to the Ice Giants, monstrous beings of animate ice.
Yrmania
Savage wilderness home to the Wildmen and the Jaka (intelligent beast-folk).
- The Lost Sea: A dried-up seabed littered with dragon skeletons and ancient treasures.
The Southern Rim & Far Isles
Important Locations
- Faradun: Wealthy mercantile state specializing in contraband; ruled by the Kral.
- Imria: Island of amphibious slavers who traverse the oceans in giant eel-drawn coracles.
- Oceanus: A waterborne city built on tethered barges.
- Thaecia: A scenic isle of pleasure-seekers and enchanters (creators of Thaecian orbs).
- Phantas: Home to Cabal Magicus, a castle floating in the clouds.
Summary of Regional Hazards [^1]
| Region | Primary Hazard |
|---|---|
| Aaman/Zandu | Religious Zealotry / Espionage |
| Arim | Assassins (Revenants) |
| Wilderlands | Beastmen / Aberrant Flora / Curses |
| Quan Empire | Legal Injustice / Permit Extortion |
| Taz | Martial Challenges (Thralls) |
| Desert Kingdoms | Bandits / Death Cultists |
[^1]: Travelers are advised to familiarize themselves with local taboos, such as the Djaffir fetish masks or Sindaran collections, to avoid fatal misunderstandings.