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Three Kingdoms

Foreign Relations

Military

Religion

Magic

<p>Jewel continued to move among the marketplace crowd, nicking a purse when the opportunity presented itself. She was new to Valparia and had to establish her reputation with the local guild before they would allow her to work the larger jobs &mdash; plus it was never good to forget the basics. Just as she was ready to leave the market, her inner pouches already filled with purses, she spotted a very heavy purse dangling from some rich old man.</p>

<p>She moved in smoothly, seemingly to only care about the angel’s bracelet she was considering purchasing. Just after she paid for the bracelet she turned to leave and cut his purse strings in the same motion. However, instead of moving into the crowd she as hit by a shock as the sound of hundreds of bees went off in her head &mdash; Damn! The pouch was spell-sealed.</p>

<p>She dropped the pouch and moved as quick as she could through the crowd, ducking as she moved to hide herself below his vision. She had nearly reached the safety of a nearby alley when an inky black form stepped from the shadow. The ink melted off to reveal the old man with the spell-sealed purse &mdash; Double Damn Tyrin’s luck! He didn’t just purchase the purse in the market he was a magician.</p>

<p>What followed was a long game of cat-and-mouse, with Jewel playing the unfortunate position of the mouse. Each time she found someplace she could use to escape &mdash; him, or some of his shadow creatures, would appear before her. She was really sweating the notion of getting caught; especially considering the first punishment for theft was public canning.</p>

<p>She was just about out of places to go when she spotted a small alchemical shop and hit upon an idea. She looked around and couldn’t find her pursuer anywhere. She dug into her newly acquired wealth and purchased what she needed from the gnome working the stand. She put all of the powders into a bit of runepaper tightly wrapped it together. Jewel turned, spotted a likely alleyway, and headed towards it.</p>

<p>As she neared the alley she saw the magician again step from the shadows, but before he get out completely Jewel bought out the packet, closed her eyes, and threw its contents into a nearby forge. The runepaper immediately burst into flame, igniting the contents in a brilliant pyrotechnic display. Even with her eyes closed Jewel was nearly blinded and stumbled down the now clear alley.</p>

<p>Two years later Jewel still thought back to that first episode in the market. She never knew what became of that magician, but he never found her again. She had learned much about how to distinguish a spelled item and had never made that same mistake again. Her quick thinking had earned her a solid reputation within the guild.</p>

<p>Of course, the guild would never award the token of master cutpurse to someone that didn’t learn from her mistakes &mdash; and Jewel loved the new brass token than hung from her braid. That also meant she had a government permit for &quot;Independent Acquisition of Goods&quot; to cover her theft and &quot;Distribution Seller&quot; to allow her to fence any items. Once everything was signed, approved, stamped, and paid for &mdash; Jewel knew who were the real thieves in this city.</p>

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<h1><a name=“Intro”>Introduction</a> <a href=“top" class=“btt”>Back to Top</a></h1> <h1><a name=“Geo”>Geography</a> <a href=”top" class=“btt”>Back to Top</a></h1> <h1><a name=“Gov”>Government</a> <a href=“top" class=“btt”>Back to Top</a></h1> <h1><a name=“Cul”>Culture</a> <a href=”top" class=“btt”>Back to Top</a></h1> <h1><a name=“Econ”>Economy</a> <a href=“top" class=“btt”>Back to Top</a></h1> <h1><a name=“Mil”>Military</a> <a href=”top" class=“btt”>Back to Top</a></h1> <h1><a name=“Nei”>Neighbors</a> <a href=“top" class=“btt”>Back to Top</a></h1>

<h2>Nation</h2>

<p>If there were something resembling a large mixing pot of the various races anywhere in the realms it would have to be the Three Kingdoms. The largest community of elves, dwarves, orcs, and jundari found anywhere outside of their homelands are settled into this area. While this has created some tension, overall, it has kept any xenophobic mindset from ruling this critical area.</p>

<h3>History</h3>

<p>During the height of the Xianese invasion there was no army strong enough in the Realms to turn back their attack. The Irillian army was collapsing, and the majority of the elven army was preparing to siege the Irillian’s main religious city when the attack started. The distrust between Ellendar and Stoneheart kept dwarven armies nervous, and tied up the rest of the elven army on their northern border. The area that would become Dakar, were nothing more than a few large tribes &mdash; they had no unifying leader.</p>

<p>As things in the south became more desperate Kagon, Clanleader of the Bonecrushers, William, leader of the last independent tribe in Dakar, and Murian, Warleader of the Northern Army, forged an alliance. This &quot;Treaty of Three&quot; said that all signatories must come to the common defense of other nations. A combined army of elves, dwarves, and human immediately began a forced march south.</p>

<p>The Xianese were within hours of conquering the city of Valparia, on the western coast of the Caragan Sea &mdash; and the combined army was still several days’ march from the battle. In an act of supreme courage the five most powerful human magicians agreed to go immediately to the defense of Valparia, the elven army that conquered the city and the remains of the Irillian garrison were currently defending the city.</p>

<p>When they arrived they immediately threw their combined strength into battle. They turned the tide of the battle for several hours in favor of the defenders, until the &quot;Child of Zarn&quot; arrived. This huge creature tore through the defenders, pushing aside their attacks as people push aside ants. Exhausted from the effort of magical combat; nonetheless, the magicians went to fight this monster. With the last of their strength, the magicians attacked the creature and banished it, and themselves, to the lower planes.</p>

<p>So demoralized was the Xianese army that it didn’t attack the city for two days. However, on the dawn of the third day the arrival of two more Xianese armies tripled the size of the attackers. Just as their battle horns signaled the attack, the lead dwarven infantry fell upon their flanks. Supported by elven archers and human calvary, they tore a huge hole in the Xianese army. Their spirits raised by the arrival of their allies, the defenders threw open the gates and rushed out to strike their own blood against the Xianese.</p>

<p>After three days of bloody fighting the Xianese army had routed off the field. Skirmishers were drawn up to harass them so they couldn’t reform their army behind their lines. Less than ten percent of the men that comprised the strength of the Xianese army made it back to the lands their masters controlled. It would be many generations before the Xianese could ever mount another attack of this size.</p>

<p>That night William, Kagon, and Murian met with Antonio, who commanded the Irillian garrison, and Lauriel, warleader of the elven army stationed at the city, and set down their plans for the region. William wanted some land where his people could live free from the Dakarians. Kagon and Murian both agreed that the best agreed that the best way to ensure peace and to hold back another Xianese invasion was to give William the territory west of the Caragan taken from the Irillian Empire.</p>

<p>All of the magicians that sided with William, and most of the Dakarian magicians, decided to stay in the newly founded Three Kingdoms. The Dakarian magicians had seen their influence with the people decline over the years as the Dakarian nobility grew in power. They still remembered the words of Dakar and why they originally traveled south — surely the Xianese were the great evil they were sent to stop. The Three Kingdoms would always oppose Xian with the last drop of its blood.</p>

<h3>Land</h3>

<p>The Three Kingdoms controls the territory running nearly the entire western shore of the Caragan Sea. The only other nations to have a presence on this coastline are the Elven City of Mordkina to the north, and the Dolmar Protectership to the south. This is in marked contrast to its width, which in only a four hundred kilometers at its widest point.</p>

<p>Unlike the other lands that were conquered by the Xianese, their priests never got a chance to work their slash and burn campaign upon the lands now called the Three Kingdoms. This means the Three Kingdoms has maintained the lush rolling hills that are the hallmark of the western most lands of the Realms.</p>

<p>The land is very fertile, making it exceptional for farming and herding. There are enough trees to support an extensive logging industry, with elven foresters ensuring that too many trees are not harvested. Small rivers and feeder lakes are scattered around, most of them flowing into the Caragan, and kept constantly fed by underground springs. However, that is one of the few problems &mdash; there are a great deal of gemstone mines, but the ground is so loose and moist that even the dwarves only mine a few areas.</p>

<h3>Major Cities</h3>

<p>Why William called this nation the Three Kingdoms is a mystery, but there are some scholarly guesses. The most discussed reason is in reference to the three major cities that comprise the nation. Each city is the capitol of one of the three states that comprise this nation. However, when William took control of the land, Valparia was the only true city &mdash; the others were nothing more than extensive garrison forts near some villages.</p>

<p>A second reason could be in reference to the three original rulers of those cities-states. William took Valparia and declared it the true capitol of the Three Kingdoms. He gave Antonio command of the northern garrison, whose troopers renamed the fort in honor of their commander. Lauriel was given command of the southern garrison &mdash; who renamed it according to an ancient elven peacemaker.</p>

<h4>Antino</h4>

<p>The most northern city in the Three Kingdoms, this city still looks very much like the garrison fort it grew from. The dwarven stoneworkers that built the walls and larger garrison consider it some of their best work outside of the Stronghold. The granite was brought in from the Stronghold rather than using the more inferior kind found farther south.</p>

<p>Except for the &quot;Mystic Swords&quot; most the best soldiers and mercenary troops are housed in Antino. While this may seem strange to keep them in one place, Antino has the best training facilities and weapons masters of anywhere in the Three Kingdoms. Therefore, even those garrison troops stationed elsewhere rotate through Antino for their advanced training.</p>

<h4>Summerset</h4>

<p>This summer city easily tops Valparia for simple square footage of space, but most of that is spent in parks and gardens. The building resembles most open and pasture concepts, with even the smaller townhouse have a central garden. This has become so popular than many of the new engineers in the south are duplicating the efforts used here.</p>

<p>In addition, most of the best artists, writers, and scholars with the Three Kingdoms have flocked to this city. Unlike other cities, Summerset, does not levy taxes against its citizens pursuing enhancement of the arts. This one law brings the tax base of business to almost nothing &mdash; blacksmiths have become Steel Artists, while tanners are non-traditional painters.</p>

<p>To keep this, easily abused law, somewhat under control the taxmen visit each business once a year to document that business contribution to the art and beauty of the city. Those found wanting are not only taxed, but fined heavily to representing themselves as true artists.</p>

<h4>Valparia</h4>

<p>The largest city in the Three Kingdoms, Valparia serves as the royal seat. Although each state is given some freedom to govern itself, the King or Queen that sets upon the throne can override their decisions. Valparia is actually in two sections. The first section is the old city that was mostly destroyed by the &quot;Child of Zarn&quot; It is considered a very dangerous area and only those without homes stay overnight within its crumbling walls. The newer part of the city was built in honor of King William.</p>

<p>Valparia has an unnaturally deep port, created by several magicians that can support the huge dromands. In addition, the wizards created weather barriers large enough to support many small businesses that serve a captain’s need. Aside from this, Valparia is well known as having the largest elven population outside of Ellendar. There are several city blocks that have been given over to the elves as an area of slightly modified self-rule.</p>

<h3>Landmarks</h3>

<h4>The Obelisk</h4>

<p>This white marble obelisk juts at a small angle from the top of a rather steep hill. It appears to have no chipping marks, age lines, and is resistant to all forms of damage. Although the obelisk sits atop the ground, nobody has been able to tip it over &mdash; this is especially interesting because the slight angle should make the task easier. Neither the dwarves nor elves know when the Obelisk was constructed; although the elven history makes references to the strange obelisk in their oldest writings.</p>

<p>The obelisk stands just a bit over two meters tall, with a wide base that tapers towards the tip. There is gold inlayed lettering on each side that reads off the direction of each cardinal point. Above this is some sundial-type of system that doesn’t appear to work.</p>

<h4>Port of Valparia</h4>

<p>Technically the port is considered part of the city, but it is so unique that it has become a major landmark. Located on the southern most tip of the city, the port is one of the largest on the Caragan. However, what really make this port unique is that it is the deepest port anywhere on the realms. There has been no magical or mundane method that has determined where the bottom is located. Every effort to locate the bottom has found nothing.</p>

<p>What is known is that something is down there. Any attempt to send an elemental or magically protected mortal has resulted in the creature never returning. The merfolk that inhabit the inner sea won’t go very deep &mdash; considering the place to be a spot of great hunger. To date, whatever is down there has never upset the ships that maek port here. </p>

<h3>Neighbors</h3>

<h4><a href=“Dakar%20Kingdom.htm”>Kingdom of Dakar</a></h4>

<p>As former subjects of the crown of Dakar, they are typically referred to as traitors and a nation in rebellion to the true crown. Dakar has long claimed the line of King William to a fraudulent charlatan that led his people astray rather than join the one proper Dakarian Kingdom. Still, that is Dakar’s written policy &mdash; in reality a great deal of trade passes between the two nations.</p>

<p>Dakar sees the Three Kingdoms as a good partner to trade with that doesn’t threaten its borders. The Three Kingdoms could never mount an army that could attack Dakar with any chance of success. Even with the support of the magician’s academies they would still fail to conquer Dakar.</p>

<p>The Three Kingdoms use their trade with Dakar as an attempt to normalize relations with their northern neighbor. While many of the first settlers still have distant family in Dakar, the intervening generations has blurred any family loyalty. Most of the trade use to travel through Antino, until Dakar gained control of the Valley of the Sun, which controls the area where the Zun River empties into the Caragan.</p>

<h4>Dolmar Protectorship</h4>

<p>The relationship with the Dolmar Protectorship has been very strained from the beginning. The territory they control that borders the Caragan was originally won from the Xianese by the blood of those who live in the Three Kingdoms; however, before they could settle there the Free States set up their own border forts on this territory.</p>

<p>Rather than go to war after their campaign against the Xianese, the Three Kingdoms signed a comprehensive peace and trade plan with the Free States. They sold the land to the Free States in exchange for broad privileged trading rights and a tariff free corridor through the Protectorship. This allows merchants of the Three Kingdoms a trade route to the Free States without the Protectorship collecting any tax.</p>

<p>The Protectorship and Three Kingdoms have so little direct trade that their ruling parties rarely talk to each other &mdash; certainly they never have official visits. The problem is that the Protectorship’s only exportable good is trained soldiers, which they are not allowed to train anyone that doesn’t serve the Free States. Secondly, the Dolmar Protectorship is only allowed to import goods from the Free States.</p>

<h4><a href=“Ellendar.htm”>Ellendar</a></h4>

<p>There is no nation, elven or otherwise, that enjoys a closer relationship with Ellendar. The people of the Three Kingdoms came to the aid of Ellendar when it was near destruction by the Xianese. The Three Kingdoms have the largest population of elves found anywhere outside of the realms. In fact, many elven scholars travel to the Three Kingdoms to talk with their city kin.</p>

<p>This gives the Three Kingdoms almost an exclusive trading deal with Ellendar. This means that merchants from the Three Kingdoms are typically the only other people to sell elven goods. Since Ellendar dislikes conducting the small business of trade with nations they still do not trust, this works for the benefit of all concerned. Ellendar trade more to the Three Kingdoms than they could normally purchase, and the Three Kingdoms can resell those goods for considerable profit.</p>

<h4><a href=“Free%20Cities.htm”>Free Cities</a></h4>

<p>The Three Kingdoms have a very productive relationship with the Free States. A majority of their trade is sent to them, and much of Dakar’s trade with the Free States passes through their roads or docks. This amount of trade has made both countries very wealthy.</p>

<p>The Free States export ore and rare delicacies to the Three Kingdoms, while importing many high-priced alchemical items and scholarly works. One of the most popular of wealth among the merchants and craftsmen in the Free States is the use of small alchemical items. Trinkets that ward off rain, fire starters, and other small works of art are the sign of the newly rich.</p>

<p>However, the dangerous nature of alchemical items keeps them from becoming too common. Many of them can only be used for a very short time before they become unstable or burn out. The Free States raised the tax tariff very high to compensate for their dangers. This has the added side effect of greatly increasing the price, making it more profitable to sell an item in the Free States that the Three Kingdoms.</p>

<h4><a href=“Irillian%20Empire.htm”>Irillian Empire</a></h4>

<p>Like Dakar to the north, Irill has made several strongly worded comments through visiting ambassadors that they would like the return of their traditional land to Irillian control. Some of the oldest ruling houses in Irill still consider the western bank of the Caragan to be their land; even through they conquered it from the elves during the first Irillian Empire.</p>

<p>Aside from this saber rattling, there is a great deal of mutual trade and military alliances. While the Caragan separates them, both nations have been threatened by the Dakarians. Their alliance mostly deals with retaining control of the Zun delta to keep the Dakarian navy out of the Caragan during times of war.</p>

<p>However, most of the best treaties concern trade. The Three Kingdoms has some of the most unique trade found anywhere in the realms. In addition to a strong respect for their alchemical goods, they are also the only nations to trade elven goods. The Irillians have the largest network of trade roads, deep ports and expansive navy, and the largest trading houses. It’s a form of mutual increases in wealth.</p>

<h4><a href=“Xian.htm”>Xian</a></h4>

<p>The creation of the Three Kingdoms was for the sole purpose of defeating the Xianese invasion and destroying their ability to threaten their neighbors. This precludes any sort of mutual dialog very difficult when one nation only exists to destroy another. There are some small token trades just in the name of making contact, but tend to be overshadowed by each nation positioning themselves for their own defense.</p>

<p>The Three Kingdoms have entire committees devoted to analyzing everything that is known about Xian society, specifically their religion and military. This is done in an effort to predict when and where they will attack. This ongoing committee’s findings have lead to a great increase in the size of the military during their peak religious holidays.</p>

<p>The running joke along the border is that the only trade between these two nations trade is spies, agents, bandits, and fanatical warriors. This grew from the huge number of &quot;independent,&quot; but extremely well equipped, bandits that make cross-border raids.</p>

<h2>Culture</h2>

<p>The magicians that fled their waning influence in Dakar had the most influence on the growth of culture in the Three Kingdoms. They saw the way the greed of the nobility undercut the true purpose of any society, often resulting in laws being passed not based on need, but for the benefit of the nobility. For this reason, the magicians created a council that would rule the Three Kingdoms. To appease the nobility, they would be the only members sitting on the ruling council &mdash; but the magicians knew they would lose interest in time and leave the real day-to-day rulership to others. As long as every noble received their proper tithe few wanted to actually rule their lands.</p>

<p>This has created a culture with nobility, but without the rule of nobles. The first act of the council was to draw up a list of the rights for each of it citizens. This would stop most of the rampages the nobility have on society, for they could no long just beat someone in the street for any reason &mdash; they must bring them before a court of law.</p>

<p>This list also included the right to independently publish, to worship the deity of choice, and the right to a court hearing of illegal acts. Over time this list has expended to the point that the creation of lawyers were necessary to understand the law. No matter how backwards this seems to the natural rule of nobility, the people of the Three Kingdoms have been known to fiercely defend their rights.</p>

<h3>Populace</h3>

<p>The people of the Three Kingdoms take a great deal of pride in their nation and its accomplishments, including all of their laws. They relish their independence from the oppressive nature of nobles, even as they wade through the thousands of minor laws that govern their lives. Some would find this very strange, but to someone from the Three Kingdoms anything else would be uncivilized.</p>

<p>Most of the populace is Realm humans; although there is a great deal of non-human races and other human stock. The largest elven community outside of Ellendar is located with the Three Kingdoms. The last census taken of the people showed that just slightly more than half of the population are humans, while the rest are of some non-human race, with elves commanding over fifty percent of the non-humans.</p>

<h3>Rulers</h3>

<p>While it would seem that the ruling houses control each city, this is not true. In reality, the government controls the city and the ruling houses act as rubberstamps for their policy. It’s true that only a single member from each ruling house staffs the highest council of the government, but this council is mostly just for show. Nominally they control the direction of the government, but there is little doubt that if something should go wrong with the government, there is little they could do to stop it.</p>

<h4>Guardians</h4>

<p>This is the title bestowed upon the rulers of Antino and Summerset. It basically states that the ruler of each of these states is responsible for protecting the nation. The ruler of Antino is typically called the Guarding of the North, while the ruler of Summerset is the Guardian of the South. In recent years, this title has actually been given to the military marshal in command of each city’s army.</p>

<h3>Economy</h3>

<p>The Three Kingdoms have a great deal of trade goods that flow through their ports. This is wealth is further enhanced by the only trade route west of the Caragan runs through all three of their major cities. The cities maintain this road in excellent condition, including the addition of hostels along the route, as it’s a major source of tax revenue.</p>

<p>To further increase their wealth, the land is so fertile the Three Kingdoms can export a great deal of grain and meat, they are second only to the amount of food Dakar exports; although meat from the Three Kingdoms is considered far superior, which is reflected in the higher cost.</p>

<p>Overall, their economy is expanding at a very healthy rate with a mixed bag of imported goods, exported food, and tax revenues from the ports and hostels. The Three Kingdoms is not as rich as Dakar or Irill, but it has enough money to provide for its defense and care for its people.</p>

<h4>Bureaucracy</h4>

<p>Some would say the number one employer within the city is the massive bureaucracy that maintains a stranglehold over the economy. Originally started by the ruling houses as a method to keep control of each segment of the population, it has grown until it’s the bureaucracy that has control over the ruling houses. This government is the largest employer in the city, running everything from tax collection to license branches.</p>

<p>The government ensures that each ruling house gets their proper tithe from the taxes, pays the people that work for them, then doles out the remainder of the money to different special causes according to their established budget. Some of this goes to building housing for the poor, government buildings, loans to the banks, and entitlements to special interest groups.</p>

<p>To further supplement the governments spending they can issue interest bonds to the ruling houses and more wealthy merchants. These get paid back over a long time with additional interest payments &mdash; its not much interest, but it is guaranteed.</p>

<h4>Committees</h4>

<p>Some would say the plethora of committees and councils is a pox upon the entire nation, while others would argue that they stop the slid into barbarism. There are easily hundreds of committees and sub-committees within each of the major city. In addition, most of these committees are comprised of members drawn from various guilds and organizations.</p>

<p>If you wish to do just about anything within the city there are typically two or more guilds that will offer you membership &mdash; and at least a few committees that you must obtain permits from, including yearly updates. Each of these guilds has a fee that they use to support the people that lobby the committee on your behalf. Then each committee requires the payment of a filing fee, then an additional permit fee if the application is accepted.</p>

<p>This adds a great deal to the cost of any business, but maintains the number of each business that can operate legally within the city. This also has the side effect of keeping many of the businesses honest, as a few honest complaints from a buyer could get their permit revoked. In general, its considered a good policy that has grown way out of control.</p>

<h3>Military</h3>

<h4>Golden Lions</h4>

<h4>Mystic Swords</h4>

<h3>Religion</h3>

<p>In a similar fashion as Irill, the Three Kingdoms have not established any official religion; instead, allowing worship of just about any religion. While not every religion currently has a temple or shrine located in the city, this is typically due to their petition being trapped somewhere in committee.</p>

<h4>Religious Council</h4>

<p>This committee is comprised of one member from each of the established religions. When a new religious figure wishes to construct a temple within the city or surrounding area they must petition the council. If, after a great deal of consultation, the council agrees to the petition they will turn the petition over to the ruling house with their approval.</p>

<p>If approved the new religion can then begin construction of their temple, according to the plans drawn up by a certified engineer of the state in accordance to the needs of the religion, which were submitted in their initial proposal. This means that it can be a very expensive process to start a new religion; however, those religion backed by a considerable following can be easily found within the city.</p>

<h3>Magic</h3>

<p>Magic is very much a part of everyday life in the Three Kingdoms. Although there are more academies in the Free States, most of these are located in remote areas of that nation. In the Three Kingdoms, the magical academies are built within the city proper. The three major cities have anywhere form two to six different academies, with many smaller shops scattered about where masters teach their apprentices.</p>

<h4>Alchemy</h4>

<p>However, after some dangerous incidents the sale of alchemical items is restricted to the general populace. There is a magician’s council that advises the ruling house on who should be given licenses to sell magically enhanced goods. These licenses are very expensive and greatly restricted in number, but there is still a long waiting list to obtain one. If any seller is seen breaking the laws then their license is revoked and they are banished from the Three Kingdoms.</p>

<p>This may seem like a harsh policy, but the crafting of alchemical items is not only dangerous to the enchanter but can be quite dangerous to anyone nearby. Each of the three cities has such a heavy concentration of people than any mistake by the enchanter could devastate the city. For this reason, each city has an Alchemist’s Guild that serves as a self-regulating body and holds a permanent seat on the magician’s council.</p>

<h4>Magician’s Council</h4>

<p>This council is responsible for advising the ruling houses about matters of a mystical nature. While most of the houses employ their own magicians as advisors, the council acts as an independent body representing the majority of the magicians within the city.</p>

<p>The council is comprised of one member from each of the established academies, one member that represents all of the independent magicians, and one member representing the Alchemist’s Guild. Chairmanship of the council is rotated every three years between each of the members of the council.</p>