Kingdom of Cadair

  • Duchy of Cadair: Warm, rocky, fairly lush, with a very developed fishing fleet and a standing Navy (two warships, 35 fighting sailors and support in the Scarlet Navy) and Guard core (25 guard and support in the Scarlet Guard). Seat of rule is Cadairhen, ruled by the Duke or Steward of Cadair in the name of the King of Cadair. Currently the Stewardess Hester Sich rules the Duchy. The duchy provides the needs of Cadairhen, and works to be a hub of trade. In addition, fine white sands are worked to fine glass, glazes, enamels, and ceramics. Large amount of sheep are grazed here, and several paperworks produce enough paper to satisfy the Royal Lorehall and some exports. Many master craftsmen have made their trade and home in the city of Cadairhen.
    • Caer Cadairhen: The castle seat of the Crown (no other realms have claimed independence).
    • Cadairhen: Port city of Caer Cadairhen. Boasts many ports, and two warships.
    • Gorllewinbae: Village of Cadair. Large port village on western shore of Cadair
  • Barony of Springfair: Warm, rocky, and fairly lush, the barony of Springfair is the first Barony established by Carairhen. It is part of the Duchy of Cadair, situated on the eastern juts. Caer Gwenfoel is the seat of the barony, with Baron Margise Risld, second of his line ruling from his manor nearby. The barony is known for its rocky vinyards, hidden herb and spice gardens, and adventurous cooking – Pinefolk may eat anything, but Springfair make anything taste wonderful (or at least interesting).
    • Primary tithe is wine, vine fruits, vinegar, and herbs and spices (including mint, pepperpowder+, ginger+, dill, cumin+, oragano, seasalt, vanilla liquor+, lemon+, thyme+, nutmeg+, garlic, and honey+).
    • + Exclusive to Springfair, usually expensive, and jealously guarded.
  • Barony of Veir: Newly created barony of the north, from a previous barony dissolved for treason. The old barony (Norhalt) was recently established, created from the Northern Outpost 20 years ago. Veir is the only barony that does not have near access to the sea, and is situated in front of Fellpont, the wide pass between the mountains of Ar-tarain and Gaelfan. The seat of rule is Norhall, the barony shared among the four Newfolk. The barony is new, known for its danger and opportunity, where skilled labor and ambitious determination are equally welcome, and anyone has the hope of achieving wealth or influence. If they survive. Or don’t go mad. It is rumored that Veir’s Lorehall already surpasses any other in Grosslore (it is whispered, too, that they have a secret Lorehall with secrets to power gleaned from the Badlands). Aside from that, Veir has made a name for itself for draft animals, Foresters, and is becoming known for its roads and caravan guards. Due to its proximity to the Warders Way, they have regular contact with the Forest Warders. Likewise, their contact with the Dwarves of Belmek means they have regular trade with and occasional training from the Dwarven Hall.
    • Primary tithe is furs, ingots (mixed metals), black basalt, timber, pitch, draft animals (oxen, draft horses), goats, beer and heavybeer, cheese, and dwarven goods. Hearty rye is grown extensively in this region for local human and livestock consumption.
  • Barony of Whitepine: Cold and sea-sprayed, this barony is in the southeastern foothills of the Ar-tarain mountains. The river Weiss flows through it, past Icespire Castle, the baronial seat. Baroness Saniosha Aled, runefighter and seventh of her line, reigns there; Pinefolk are known for their proud ability to stand undepending on others, and their loyalty and pride in the Aled house. Whitepine is known for its fierce prison, its fierce warriors, and its hard folk. Barony seat is Icespire Castle.
    • Primary tithe is cloudglass, iron, pine pitch, and timber. Hearty rye is grown in this region for local consumption.
  • Barony of Minaron: This barony juts far out along the long eastern peninsula, and claims the smaller broad peninsula below it. The baronial seat of Greycroft at the far end of the peninsula is a busy port and shipyard with Garnketp a small keep. Two low walls offer landward protection for the peninsula. Minaron is known for its sailors and sailing skill, and their sea maps are the most extensive and jealously guarded. They do not have a great deal of good land for crops or grazing, so they rely primarily on the sea for many of their needs. They do maintain fields of hemp, for rope and cloth. Ruled by Baron Trevel Yengo, third of his line, the Yengo house is known for its numerous sons and daughters through many wives. The Isle Unnamed is within this barony, and sailors steer well clear of it, save a few that serve the local Forest Warders.
    • Primary tithe are fish (especially deepfish), dyes, mother-of-pearl, oil, rope, hempcloth, and sweetleaf (Doralon’s main sweetener).
  • Barony of Craiggour: Doralon’s Breadbasket – produces grains (spelt, barley, rye), milling, flax and linen. Ruler Baron Eobert Cynmund, fourth of his line.
    • Porth Craiggour, Small Town of Craiggour: Government seat, large port town
  • Barony of Gallalion: The Horselords. Rulers Baroness Aga Ingevi and Baron Athelric Ingevi, fourth of their line. Brother and sister (Athelric is married to Theoreda, styled the Baronet. Should Aga marry, her husband would also be the Baronet). Ingevi is the second family to hold this barony, and they continue the tradition of dual barony – siblings or family if possible. One Baron/ess will be “at seat”, and primarily at Caer Gallalion, the other will be “at horse” and mostly out riding herd and hold with a small band of guard. Horsetheft is very serious here, and to be caught is to be stripped of all your possessions and rights, to be given over to the one you stole from to do with what they will.
    • Tithe: apples, horses, some grains, timber and lumber – lots of woodworking here
  • Barony of Luthinor: pottery and clays are widely made and exported from here, known for cattle, cheese, sheep, flax, spelt. Ruler Baron Decimus Wulfgard, second of his line
  • Barony of Rhuunthyr: Large elven population. Second-newest barony (only Veir/Norhalt is newer). Lowest number of Newfolk appearances. Lowest frequency of Grotesque appearances. Warmest Barony – only snows rarely, in early Liuti. Warm, grows fruits, almonds, veggies, honey, timber, some grazing and grains, known for its medicines and healers. Grower of several medical herbs and plants, including thyme and pennyroyal. Ruler Aellevorn Elendhen, 3/4 elven, second of his line
  • Barony of Indicis: ruined barony, currently defunct. Was struggling – limited mining and clayworks (although some gems were found there). Fell during the Second Conjunction when much of its population turned to Grotesques (Y’oughom the Summoner was from this Barony, and had left a week before the conjunction). Forest Warders and a muster from Gallalion swept the area in the weeks after the Second Conjunction (the first time the Lord High Warder has done so, confirmed later by the King, and cementing the power of the Lord High Warder to call a muster from a baronial vassal), and the Warders reported no lingering residence of Grotesques. Most folk consider Indicis and the area around it cursed and / or haunted. A few treasure-seekers set out to the barony and the mines each year – most never return.
  • Barony of Norhalt (dissolved)

Belmek Hall

Technically an independent nation from Cadairhen – inhabitants swear fealty to King Naldur Belmek, Cralrur [hall master] of Belmek Hall and head of clan Belmek. Naldur, in turn, has not ever sworn fealty to Cadairhen. Belmek traditionally sends a ornamental gift to each new King of Cadairhen, and both rulers seem content to simply leave the other alone save for some trade. Belmek does keep abreast of the politics and conditions of the surface realms; they also present the High Lord Warder with gifts on his office (rumored to be a sword, shield, and suit of chain armor of exceptional quality). The first baron of Norhalt was also presented with a shield, though the second (most recent) one was not.

The Wilds

The Rule of Cadairhen looses power the further it is from the King and his sworn Vassals. The Wilds are characterized by the parts of Doralon where the titles and laws of Cadairhen have no sway over the land, but the Badlands have not encroached. Few folk live in the Wilds, generally in like communities or roving gangs.

The Badlands


Isle of Doralon Orbhead