The Known World
The world as most people understand it call this area The Known World. Naturally the educated elite and merchants know and interact with nations beyond this area. Below is a list of nations and descriptions borrowed from an earlier publication (X1 Isle of Dread module published in 1983)
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Principalities of Glantri: Glantri is a magocracy; that is, the princes and princesses who rule the state are all high level wizards. They live in Glantri City most of the time, though each ruler also has a castle hidden in some remote wilderness area. Actually, the rulers are more concerned with magical research than with ruling. Most decisions are left to the princely stewards and the various local councils of elders. The princes and princesses do not trust each other and live in a state of uneasy truce. In the face of invasion or rebellion, however, they are quick to unite. In extreme emergencies, they select one of their number as "dictator", who serves for one year.
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Ethengar Khanate: The Ethengar are nomadic herders of horses, cattle, and goats. They are divided into small family clans. The clans usually raid and quarrel with each other, but a powerful leader (khan) occasionally emerges to unite the entire Ethengar people into a strong “nation.” However, when a khan dies, there is rarely an heir strong enough to hold the Ethengar together. Their nation then breaks apart, and the family clans begin warring with each other once more. Their culture is similar to that of the horsemen of the central Asian steppes (Huns, Mongols, Maygars, Turks, and so on).
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Heldann Freeholds: The Heldann are a barbaric, fair-haired people who hunt, fish, and raise crops on isolated farms. They are related to the people of the northeastern kingdoms, but, among themselves, they acknowledge no ruler higher than the individual household leader. Their culture is very similar to that of medieval Iceland.
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Kingdom of Vestland, Kingdom of Ostland, and the Soderfjord Jarldoms: Each of these northeastern states is composed of many petty "kingdoms" that are loosely united under one ruler. In Vestland and Ostland the underchiefs are called "kings"; in Soderfjord they are known as “jarls” (pronounced “yarls”).
The people of these kingdoms highly value individualism, physical strength, and prowess in combat. They live mainly by fishing and by occasional raids on nearby coastal villages. Besides being fierce warriors, these people are explorers: without equal, ranging far and wide in their wooden longships. Their culture resembles that of the Vikings.
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The Broken Lands: The "broken lands" are an area of rocky badlands and old volcanic lava beds. The land is extremely wild, and is inhabited mainly by outcasts and monsters.
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Rockhome: Rockhome is the homeland of the dwarves. It stretches throughout the northern Altan Teppe mountain range.The dwarves have built and maintained a road through the mountains for caravans. They charge toll from all who pass.
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Republic of Darokin: This republic is centered around the capital, Darokin. Its wealth is based on trade from Lake Amsorak (the large inland lake), the Streel river, the eastern caravan route, and sea trade filtering in through the Malpheggi swamp. Darokin is a plutocracy; that is, the government is run by the wealthiest merchant families. The culture resembles that of Venice or Genoa in medieval Italy.
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Alfheim: As the name implies, Alfheim is the homeland of the elves. The elven king rules the great forest of Canolbarth. Because Canolbarth is tended by the elves, it is far larger than a natural forest in this area would normally be. The Republic of Darokin pays the elves to protect the caravan route through the forest to Selenica.
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Emirate of Ylaruam: Ylaruam is built in the midst of the largest oasis in the Alasiyan desert. It is the center of caravan routes crossing from north to south and from east to west, and is controlled by the Emir of Ylaruam and his royal family.The culture is similar to that of the Arabic desert states or the Central Asian city-states of Palmyra, Damascus, and Samarkand
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Atruaghin Clans: These grassy plateau, forest, and hilly regions next to the sea are inhabited by herders, hunters, and fisher- men who live in small villages. All the villagers claim to have descended from the ancient hero Atruaghin. If threatened by war, they unite temporarily under an elected leader.
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The Five Shires: This is the homeland of the him (halflings). The area is ruled by a council of five sheriffs; each controls a shire. Four times a year the sheriffs meet at a great feast and decide shirewide policy by vote.
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Grand Duchy of Karameikos: This part of the continent is a wild and unsettled land claimed by Duke Stefan Karameikos the Third. In reality, little of the land is under the duke's control. Large areas are overrun by monsters and hostile humanoids.
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Kingdom of Ierendi: This kingdom sports a magnificent royal palace carved from pure white coral. The king and queen of the land are usually popular adventurer-heroes; however, they are without true power and serve only as figureheads. Actual rule is held by certain aristocratic families (making Ierendi an oligarchy).
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Minrothad Guilds: The Minrothad island cluster is a syndicracy: the government is run by the heads of the various trading guilds. Minrothad is closely allied with Thyatis.
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Empire of Thyatis: The empire of Thyatis is an autocracy. The emperor holds absolute power, but his decisions must allow for the desires of powerful nobles and for the threat of mob riots over unfavorable laws. The city of Thyatis is built beside a large canal that separates the southern peninsula from the mainland, making the city a major trade center. The Thyatis culture is similar to the culture of the medieval Byzantine empire.
Thorfinnn Tait (Feb. 2005) produced this colorful and gorgeous map from original black and white map found in D&D Experts Set, 1983.