What the characters know
The kingdom is on a few major trading routes, and sees a variety of people and things in a given
year. The kingdom is old, prosperous, and fairly peaceful. The kingdom ranges from the Mountain
City/Great Dwarven Wall, all the way to Northgate. Patrols stretch beyond that.
The kingdom has been peaceful, prosperous, and reasonably well run. The king, Savan
Tridegen isn’t universally liked, but he is respected. Basically he can be an arsehole, but he’s managed to make life fairly boring. The king has been a warrior king, and has led multiple wars.
All the wars in memory have been outside the kingdom, and several have expanded the borders of the kingdom. Thelast battles he led personally were about 15 years back.
The king is old, and not expected to survive the year, the month, or maybe the week depending on
who you ask. Some think him already dead.
Few of his heirs are widely known outside of royal circles. His family life has been kept
remarkably secretive. What is known is he married yound, and had several children. His wife died in childbirth and he later remarried.
His known heirs, and eldest, are Siger (Deceased), Verter (King of Siegus), Ahtair (King of Stonebridge).
Several other children are scattered between the different cities of the Kingdom with only the
youngest Princes and Princesses now living in the castle.
Whatever tensions may exist between the children, father, mother, step-mother, aunts and uncles, are not readily speculated on by those without access to the royal court.
Rumors abound of Savan’s philandering ways, and rumors of bastards are rife among the common folk, but with little information to support the allegations.
Each major city, with the exception of Trader Towns, are ruled by the nobility. The cities, to an
extent reflect their personalities, and as long as they follow the rules of the kingdom, are allowed to interpret, and implement their own laws. The distinction is often referred to as King’s Law and Local law. A subject has the right to ask for a Justicar (Justice of the King’s Law) at their trial for violations of either type of law. Justicars normally travel with a small group of members of the King’s Guard (read army).
is the capital city. It is a city of rings, warrens, and nobility. Dwarvish stone works line the walls from the outermost inwards. A few noble Dwarvish houses exist in town. The town has two centers. The king’s castle/court and an old stone fortress that is used as a marketplace, and serves administrative functions. The history of the Armored Market as it is now called is lost in time.
is a small town. It and its sister city Oston are small enough that they do not have fortifications or a large group of nobility. The towns do not have a wall, and minimal governance. The cities swell on market days. Otherwise the cities are a last stop before reaching the capital.
The further south the city, the more stonework and Dwarves are present. The far northern
cities are more likely are to have seen Nivolk and the towns have a much more natural appearance.
Kitra can be seen, rarely, traveling through the cities, and are not as tolerated in the North as they are in the South. Kitra are outright banned from a few cities.
on The Bay of Swords is the kingdom’s seaport, and is protected by the Great Dwarven Wall. The wall has protected the kingdom from raiders, plains people, and monsters to the south for as long as people can remember. Orcish and goblin tribes have thrived in the plains to the south for generations.
is built upon the surface and inside the mountain. It is literally carved into the rock itself. Dwarfgate is easily the sister city, with more humans, but still built into the stone itself.
was the city founded first, and Mountain City was an expansion founded literally ages ago. The city has immense gates built into the walls of the city that can be closed to stop the largest of armies. It is said when the gates of Dwarfgate close that nothing can enter or leave the city. The gates supposedly still function, but there is no record of them ever being closed.
Both cities are part of the kingdom with Dwarves in the majority in both places. Other Dwarvish
cities exist, but are not on human maps.
Rural areas are small farming or fishing villages, with the cities varied in size, architecture and composition. Typically a small general goods store, a blacksmith, and a small inn dot these villages.
Smaller towns exist both inside and outside the kingdom, but many do not appear on the map. They
may have a mayor if in one of the major kingdoms, or a chieftain/strongman if out in the wilds. Many of these small towns are little more than an inn, a blacksmith, and one or maybe two traders. They serve as a focal point for local activities; farming, fishing, harvesting timber, etc, as well as a place for travelers to sleep.
The Kitra Plains
The plains to the west are ringed by Mountains. The plains are known as the Kitra plains, the Kitra lands, or derisively as ‘the litterbox’. The easiest pass is between Mountain City and Dwarfgate.
A few other kingdoms are off in the distance. Morlan is the closest, and has been Liaha’s rival
for generations. Valor is to the west of Morlan and has been Liaha’s ally through intermarriage
and swapping of nobility for about as long as Morlan has been a rival. Arlien has some strong noble houses, but less is known about them. They tend to keep within their, mostly sealed, borders.
Money in Liaha is standardized and is done by weight. The prices in the appendix are normally very close to prices commanded in the cities around the kingdom. Some normal variance occurs, worked metal tends to be cheaper in the south, leather and foodstuffs cheaper in the north.
Liahan money is a variety of shapes. Iron Bits and Copper are round with imprints on the sides.
Silver, Gold, and Platinum are diamond shaped and are made to allow for the coin to be split into
halves with ‘striking’ marks on the edge of the coin.
Dwarven money has standardized to the same exchange because of the proximity of Lahia. Other
Dwarven communities around the world will probably have different weights and names. Money from outside the kingdom is looked upon as suspect, and a visit to the local moneychangers or noble is recommended. Only the cities at the very edges of the kingdom trade willingly in ‘outsider’
coins. Expect trade on weight alone with a minimum 10% penalty in cost. If anyone is willing to trade in outside coins it will be close to the borders. Merchants in Northern cities may take coins from Morlan, but their prices will reflect an increased charge.
Money from Morlan is shaped. Coins are typically hexagons or octagons, and have a hole in the
center. Typically a triangle or square. The edges are ridged (milled) like many modern coins.
Most races at least pass through the kingdom. Humans make up the majority of the population
in the kingdom, but they are not alone. Dwarves work alongside men in the southern part of the
kingdom. Nivolk are occasionally seen in the northern reaches of the kingdom, and Kitra can be found, rarely, almost anywhere. Half elves are normally taken for a slightly odd looking person, and elves are little more than myth. The last one known in the kingdom was hundreds of years ago.
A bit about the races:
Elves are a rumor, almost to legendary status. They left the world ages ago, with the last ones
seen hundreds of years ago but we know they were here.
Dwarves are seen occasionally around cities and are known for their technical expertise. They
tend to congregate in the southern cities. They are also seen as warriors, peddlers, and a few may reside in smaller cities and towns.
Nivolk tend to keep away from everyone else but occasionally mingle in cities where they feel
safe. Some areas that normally do not seen them may confuse them with Elves of old. Nivolk are
small, but agile, and lithe of build.
The Kitra are a race of cat people. They are predominately of two different types; a muscular
built mountain cat, and the quick and agile plains cat. The Kitra that people in the kingdom may see fall into one of three groups; merchants, warriors, and adventurers. Their coloration varies as much as a housecat.
There are a variety of typical baddies from fantasy mythology. Expect goblins and orcs, and