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Have Sword & Sorcery: Will TravelHave Sword & Sorcery:
Will Travel
Updated: 22/07/20

This is part of The Website as defined in the SOAUL, and falls under that Licence.

Mts #808080, Hills #008000, Forests #40a000, Plains/Barren #e08040, Deserts #ffff00, Marsh #00ff00, Rivers/Lakes #0000ff, Sea #00ffff, Roads #b08860, Cities #ff0000
Click on a country's name to find out about it

Wider Geography

Major Religions

Map Akallmil Chalgan Demona Doronatha Galorndan Hadin Inpokkar Morat Ras Natara Sylliku Wastes Turnobae Yalkat

Map and all notes accurate as at the beginning of Book III
The Kingdom of Akallmil

Similar to: Austro-Hungary

Ruler: King Trent (Dwarfs), King Ritalin (Elves)
Capital: Oryan (Dwarf), Bratisly (Elf)
Society: Free (CR2)

Army: Dwarf - mostly heavy infantry. Elf - mostly archers and light infantry. Both armies are large and competent - mainly because they are permanently at war with each other.
Weapons: Any (LC0)

The east coast is mountainous/hilly, the interior is forested and hilly. The majority Elf/Dwarf population is at constant loggerheads. The minority Human population try to just get by. Other species, such as Orcs & Kobolds, can make a profitable niche for themselves much more easily than in other countries.

The Principality of Demona

Similar to: Post-Reconquista Spain

Ruler: Princess Isabella
Capital: Beyol
Society: Controlled (CR4)

Army: Small and largely inefficient. Mostly poorly-led cavalry, and relies on mercenaries if there's anything serious to do.
Weapons: Medium (LC2)

A small, warm, land-locked country, specialising in fruit. Regarded as neutral territory for many other countries. The people and nobility are highly religious - Beyol is the official HQ of the Order of Green Cross (a Cajonic order of holy knights), which double as the ruler's household troops.

The Realm of Chalgan

Similar to: Polish-Lithuanian Commonwealth

Ruler: King Aspartane
Capital: Zarbel
Society: Moderate (CR3)

Army: Large for population size, but out of practice. Mostly untrained or poorly-trained levies, but an enthusiastic and competent warrior class (mainly heavy cavalry).
Weapons: Medium (LC2)

A country squeezed to the edge of the continent by the mercantile pressures of Turnobae and the military prowess of Galorndan. Doesn't consider Turnobae to be a real threat, and has a long-standing grudge with Galorndan. That said, however, they are quite sensible about not provoking either of them with rash action.

The Realm of Doronatha

Similar to: Renaissance Italy

Ruler: Lord Panacles
Capital: Doronatha
Society: Free (CR2)

Army: The private armies of noble and merchant families are mostly efficient at doing what needs to be done locally, but not much else. Corruption is rife, and has evolved to be a key part of any military or psuedo-military action.
Weapons: Medium (LC2)

A warm and sunny country, this is a collection of merchant city-states, ruled by noble families, supported by the more powerful of the merchants. There are frequent internal squabbles and minor wars. Has a very good trade model. Doesn't have much good arable land, but is good for fruit.

The Kingdom of Galorndan

Similar to: Medieval Germany

Ruler: King Dashell II
Capital: Dentrassi
Society: Moderate (CR3)

Army: Competent and well-led, with good balance and strong intelligence. The Order of the Fox are household troops.
Weapons: Hunting (LC4)

A fertile forested and hilly country, plenty of resources, reasonably safe for anyone. With some coastline in the north, it borders Morat (east), Turnobae (south), and Chalgan (west). Traditionally Picktleian as far as religion goes, but not very devout.

The Caliphate of Hadin

Similar to: Algeria/Tunisia/Morocco

Ruler: Caliph Gygax
Capital: Sinut
Society: Free (CR2)

Army: Each noble has their own army. Competent and enthusiastic fighters, if poorly-led sometimes.
Weapons: Medium (LC2)

Moderate followers of the M'hushtlam religion, they tend to be too caught up in internal squabbles to go crusading. They don't have many resources, but plenty of light arable land, fading to light desert in the south/southwest.

The Duchy of Inpokkar

Similar to: The Low Countries

Ruler: Duke Mattheus
Capital: Tasal
Society: Free (CR2)

Army: Mostly infantry, about 40% of which are levies. The regular army is split 50/50 between infantry and archers. The elite Duchy Footguards act as household troops.
Weapons: Light (LC3)

A small country, bordered by mountains to the south, and by sea on the other sides. Mainly arable land, although there is some mining. Has good trade links, and recently gained control of Morat's Eastern port (Retal).

The Principality of Morat

Similar to: Imperial Russia

Ruler: Whoever can hold on to the throne
Capital: Morss
Society: Moderate (CR3)

Army: Currently non-existant or ad-hoc formations. Infantry is preferred, but some of the upper classes can form a small and reasonably effective cavalry. Perhaps one in eight men are armed with a crossbow.
Weapons: Military (LC1)

Historically ruled by evil wizards, currently undergoing revolution & civil war after the assassination of the most recent sets of rulers, and invasion by the surrounding countries. Nominally presided over by the Sage Mordlin until someone manages to win the civil war.

The Sultanate of Ras Natara

Similar to: Arabia

Ruler: Sultan Moorzary Mershea men-a El Kuffuro
Capital: Hdayr
Society: Repressive (CR5)

Army: Competent, well-led, and well balanced. The Crescent Legion (a M'hushtlamite order of religious warriors) act as the spearhead of all attacks, and as household troops.
Weapons: Military (LC1)

A very religious, mostly desert country that stretches from the east to west coasts. Has untapped resources, good trade, and plenty of arrogance. Also plenty of ruins etc. It's not very safe for foreigners in cities, or for anyone in the interior of the country.

The Sylliku Wastes

A lawless, haunted, unclaimed wasteland

Ruler: None
Capital: None
Society: Survival of the Fittest (CR0)

Army: None, although semi-organised bands of brigands may form temporary alliances to see off potential invaders.
Weapons: Any (LC0)

From what is now The Ruined City of Sylliku came the world's greatest conquering army. It took them five years from the ending of the Time of Devils to conquer the northern half of the continent. Fifty years later, the Syllikuns were utterly destroyed by an army of rebels, and the whole peninsula made uninhabitable. That was over a thousand years ago now, and no one sensible goes near the place if they can help it.

The Kingdom of Turnobae

Similar to: Ancien Régime France

Ruler: Queen Elspeth III
Capital: Darash
Society: Controlled (CR4)

Army: Competent and well-led, with a good balance - though liable to cronyism. The Order of the Owl are the household troops.
Weapons: Hunting (LC4)

A varied land-locked country with plenty of resources, and a reasonably safe place to live. Rather rich in general, and stuffed full of proud noblemen. With King Gort recently assassinated, the much more religious Princess Elspeth became Queen.

The Duchy of Yalkat

Similar to: Swiss Confederacy

Ruler: Duke Trey
Capital: Port Retter
Society: Controlled (CR4)

Army: Not very experienced overall. About two-thirds are archers, the rest are infantry. The army can increase its size a third by levying troops, about a quarter of which are nobility-led cavalry.
Weapons: Light (LC3)

A small country, nestling between Morat and Akallmil, with mountainous borders, and pastures inland. Only the north is coastline. Gained control of Morat's western port (Junku) in the recent war.


Wider Geography

The map shows the northern half of the main continent in the series. By the time the coastline reaches the middle of Ras Natara (just off the southern edge of the map), that's the continent's narrowest point, then it balloons out again. Ras Natara is a largely desert country, and the desert continues south beyond its' borders. Not much is known about the southern countries, except that there are dense jungles and lost temples.

In an arc to the northwest, there are some fairly large islands, ranging from coolly-temperate and reasonably civilised at the southern end, to nearly-arctic and perhaps slightly more civilised but you wouldn't know it because they're all fucking psychos have a rich warrior tradition, at the northern end.

There is another major continent a considerable distance to the west, about which very little is known, but it is rumoured it's either all one big country, or it's where Elves go to when they get bored with life here. The latter is, according to the Elves, not true.

A far more sensibly-traveled distance to the east is another continent. It's smaller, and generally warmer, than this continent. Most of it is controlled by oriental-type cultures, some of whom are isolationist, some of whom aren't. Those that aren't generally trade with the city-states of Doronatha. About the only thing they haven't been able to sell to each other is their religions - carpets, alcohol, literature (what little there is of it), silk, metals (precious and common), dyes, cuisine - even styles of combat and weaponry have been bought and sold.

Whilst Humans are the predominant species across the world, there are other species living in what passes for harmony with them. Elves can be found anywhere, but they tend to prefer to stay away from cities. Dwarfs have only spread to the nearby islands from this continent - as they don't sail well, some people think they may have tunnelled there. Orcs are the only race to match Humanity for reproduction, but as they're barely civilised bloodthirsty maniacs also have a rich warrior tradition, they don't often have a positive population growth rate. They can be run across anywhere on this continent, usually underground or far from civilisation. Kobolds are small in stature and numbers, and tend to stick to forests, where their attempts to be a proud warrior race are considered a nuisance. Small numbers of other species may be found, usually in seclusion somewhere in the wilds. On the eastern continent, there are no Dwarfs, Orcs or Kobolds, but Hobgoblins and Goblins take the place of the latter two.


Major Religions

Cajonism (Cajon, Cajonic)

Similar to: Catholicism

This old monotheistic religion is the root of many monarchial systems - the monarch rules because Cajon wills it, therefore what the monarch does and says is Cajon's will. Believers tend towards more absolutist systems, and have a higher respect for Destiny, with a large helping of predestination. Cajon has been known to manifest, but very infrequently since His brother got a religion of His own.

Dwarven Elementalism (Dwarven, Elementalic)

Similar to: Druidism/Paganism

As a short, stocky race who prefer to live and work underground, Dwarfs are very well aware that each of the Four Elements can be both friend and foe. Almost all Dwarven priests are wizards specialising in Elemental magic - the fiery Salamanders, the wispy Sylphs, the fluid Naiads, and the solid Gerignaks are at their beck and call (although it is a brave Dwarven cleric who summons a Gerignak whilst underground).

Elven Nature Worship (Elven, Elven)

Similar to: Wicca/Gaia

The Elves are possibly unique, in that they do not worship something that has a known manifestation. They see themselves not only as the guardians and nurturers of the natural world, but also as its children and dependents. If the world saw fit to allow our creation, they reason, we should try and make sure it stays in good condition for everyone, otherwise it might see fit to un-create us all.

Juntorthism (Juntor, Juntorthic)

Similar to: Judaism

This is a very old polytheistic religion, from the times when manifestations of both gods and demons were much more common. It is actually the fusion of several monotheistic religions - it's hard to just worship one God, when a different one manifests in front of you the next day. Not very widely followed these days, as the most active members of the pantheon now have their own unique religions.

M'hushtlamism (M'hushtlam, M'hushtlamite)

Similar to: Islam

A relatively new religion, and mostly limited to the southern lands, although there are worshippers everywhere. M'hush is thought to be the rebellious nephew of either Cajon or Pickt, and the three religions do not get on well. It is a strict and rather opressive religion, and M'hush has a habit of manifesting in order to settle theological disputes between His followers, although (so far) He hasn't joined in any holy battles.

Picktish (Pickt, Picktleian)

Similar to: Protestantism

Pickt is the younger brother of Cajon, and about 600 years ago He got fed up with His sibling hogging all the limelight. After a brief period of celestial unpleasantness, He got His own religion, which is somewhat more liberal than His brother's. His followers think they have more free will (and going by the number of times Pickt has to manifest to put things back on track, they could be right), and sensible Picktleian monarchs don't consider themselves the Mouthpiece of God.



Thousands of years ago, the land was plagued by demons, Gods manifesting, spirits, magical creatures and the Fey. The other races were very much put-upon minorities (in a best-case scenario), until one day, nearly 1500 years ago, an enterprising young scholar hit upon a form of incantation that could put a stop to it all. Over the next 200 or so years, scholars, mages, priests and heroes travelled the land invoking the incantation. Sometimes an area that had been cleansed would be taken over by a neighbouring area that hadn't yet been, and that meant it had to be done all over again. Eventually, it was complete, the lands were free of their supernatural menaces, and the common people of all races breathed a huge sigh of relief.

If they lived in the North, they were then promptly conquered by an enthusiastic and militaristic country known as Sylliku, looking to build an empire. Starting from somewhere to the southwest of what is now Hadin, the Syllikun Empire soon spanned the continent. The people fought back, and prayed, and eventually, after about 50 years, one of them Summoned a demon (quite unintentionally) of enormous power and brutality. It almost single-handedly cleared most of the North of the occupying imperial forces (and quite a few of the natives). In this free space, the natives formed an army, and under the generalship of someone brilliant, cleared the rest of the continent, leaving a bloody swathe all the way to the empire's capital, which they laid siege to, assaulted, conquered, and razed to the ground.

No one knows what happened to the army or the general, as they were too busy worrying about the demon, which was Ravishing a few thousand square miles of countryside. Someone got lucky and managed to Banish it more-or-less permanently, and founded a city and country in the area. That country tried to emulate the now-defeated southern empire, but without creating so many enemies. Or, at least, enemies who lived to talk about it. The country, now known as Morat, expanded somewhat, but found itself constrained by geographic features to the northwest, east and southeast, a militaristic culture to the west, and a country rich enough to hold the line of their natural border without worrying too much to the south.

And that, apart from a few nation-building wars in the south, the emergence of a couple of new religions, and a lot of unknown activity in the further south, is really it.