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Regions...

Ahlissa

Proper Name: United Kingdom of Ahlissa
Ruler: His Transcendent Imperial Majesty, Overking Xavener I, Grand Prince of Kalstrand, Crowned Head of House Darmen (NE male human Rog15)
Government: Feudal empire with hereditary rulership; principalities are loosely governed by monarch whose powers are limited by written agreements with major nobles
Capital: Kalstrand
Major Towns: Carnifand (pop. 4,800), Hexpools (pop. 12,700), Innspa (pop. 12,200), Jalpa (pop. 22,900), Kalstrand (pop. 24,000), Naerie (pop. 6,300), Nulbish (pop. 17,100), Orred (pop. 5,800), Pardue (pop. 4,100), Prymp (pop. 17,400), Ralsand (pop. 2,500), Rel Deven (pop. 29,400), Sarndt (pop. 2,300), Torrich (pop. 27,500), Zelradton (pop. 12,900) Provinces: Eight principalities, one grand principality, various marchlands, and numerous very small noble fiefs (counties, duchies, and baronies) Resources: Foodstuffs, livestock, cloth, silver, copper, gold, iron products, timber, herbs, fine ale and beer, historical and magical knowledge
Coinage: [Modified Aerdy] nightingale (pp), crown(gp), noble (ep), penny (sp), common (cp)
Population: 3,836,100—Human 79% (OSf), Halfling 9%, Elf 5% (sylvan 90%), Dwarf 2%, Gnome 2%, Half-elf 1%, Half-orc 1%, Orc 1%
Languages: Common, Old Oeridian, Orc, Halfling, Elven
Alignments: N, NE, LE*, LN, CE, CN, LG
Religions: Zilchus*, Hextor, Oeridian agricultural gods, Xerbo, Fharlanghn, Olidammara, Kord, Norebo, Ralishaz, Procan, Kurell, orc pantheon,
halfling pantheon, Boccob, Wee Jas, Delleb, Syrul, various goblinoid gods, Rudd, elf pantheon
Allies: None
Enemies: Scarlet Brotherhood, North Kingdom, Iuz. Ahlissa is gravely distrusted by everyone else, particularly by all areas formerly a part of or adjacent to the old Great Kingdom. The Rhennee hate Ahlissa and do not travel there.

Overview: The United Kingdom of Ahlissa is the official title of the remainder of the central and southern lands that once comprised the vast Great Kingdom. At its height, the empire spanned the Flanaess from the Solnor Coast to the Fals Gap, from the Azure Sea in the south to the Icy Sea in the north, leaving its cultural imprint on every realm in between. Today, the kingdom is a shadow of its former self, as wars of independence and centuries of conflict have sundered the once great empire. It is now colloquially referred to as the New Kingdom of
Ahlissa, or more often just Ahlissa, borrowing the name of an ancient Flan realm that the Aerdy defeated to win these fecund southern lands during the migrations.

Most of the territory of Ahlissa lies between the former South Province of the Great Kingdom and the Grandwood Forest; portions of it extend as far north as Innspa, near the Adri. These lands are densely populated, with most of the citizenry clustered around a series of large river cities. The people of these lands are largely an Oeridian-Suel mix; some orcs and goblinoids are here, but few elves, gnomes, and halflings exist except in the forests and hills. At one time these were the richest provinces of the Great Kingdom, but years of war have reduced much of the economy to tatters. The last five years were dutifully spent rebuilding infrastructure.

These lands center around the vast, temperate plains formed by the Flanmi, Mikar, and Thelly river systems of the eastern Flanaess, which have for centuries nourished the Great Kingdom and its predecessor states. Most native predators were long ago exterminated by the Aerdi, though some survive on the wild plains far from the river valleys, where the majority of Ahlissa's cultivated lands are found. The rivers of Ahlissa carry the products of the countryside to the large cities, which contain the markets of the kingdom and produce manufactured
goods and services. The Adri and Grandwood are all that remain of a once-vast deciduous forest that legends say met on the broad banks of the Flanmi. The Aerdi cut back the woods ages ago, and continue to reduce both forests, particularly the Adri, with aggressive logging and clearing for pastures and farmland. These central farmlands once grew vast amounts of grain to support the burgeoning populations of the kingdom, but the fields near the disputed borders now lie mostly fallow. Most large wildlife in the kingdom consists of grazing animals such as aurochs (wild cattle) and many sorts of deer and horses.

The whole of these lands is now ruled from a newly sired capital, Kalstrand, where Overking Xavener of House Darmen has established his royal court. Use of the term "Malachite Throne," which once described the office of the overking, is now considered vulgar. House Darmen, the priesthood of Zilchus, and the Royal Guild of Merchants constitute the most dominant power block in the kingdom through their control of trade and administration of the cities.

The mandate given to Overking Xavener by these factions is very clear: They want him to reestablish Aerdy as the preeminent economic and political power in the Flanaess, avoiding further warfare at all costs. An enormous black market in medicines, weapons, clothing, livestock, and food threatens the legal economy, and Xavener has acted to tightly draw together the provinces under his banner by restoring the imperial hierarchy. His recent restructuring of the system of nobility, once top-heavy with princes of minor power, has created much ill will between lesser and greater noble houses for control of territory, taxes, and merchant traffic within Ahlissa and with outside states. Most of Ahlissa's lords, however, are loyal to the new order because it has reduced the chaos and restored a sense of purpose to the kingdom.

 

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