A Tour of Kingdom

Welcome to Kingdom

Good afternoon.  I heard you wanted to take a vacation in Kingdom.  Allow me to describe the sites and you can decide where you want to go.  Kingdom has something for everyone—I’m sure you’ll find something you like.

Please note Kingdom is the name of your destination.  It has no other name than Kingdom.  It is essentially the kingdom of Kingdom.  If you are arriving from Earth, you will have to start at the Circle of Council.  The circle reminds me a bit of your Stonehenge except instead of large rocks, there are four carved stone benches.  They are placed in a circle and are different sizes.  Once upon a time, dwarf, elf, man, and giant came together in the circle and consulted on matters that affected their entire world.  They carved benches for them in recognition for their service to Kingdom.

People from Earth generally arrive here and make their way north, east, south, or west since it’s at the world’s center.  Of course, you can’t call it “north” or “south.”  In Kingdom, language is 99% the same except for a few choice words.  North is nor, south is cuuth.  East is eft and west is wif.  Don’t be confused by Kingdom’s compass rose.

Let’s head southwest, or cuuthwif.  You can take a drink at the Inn of Five, named after the legend of the five queens (as if that will ever happen!).  It’s owned by Penta Corden, a cordial hostess.  You can then go south into the Forest of Blood.  The woods are filled with dangerous creatures—fierce animals roam it in packs, killing the innocent.  There are minor monsters, like Tardalongs, two-foot tall beasts with a wide mouth and oversized eyes. The worst are the wolves.  They’ve driven most of the creatures to the west into the Land of Forsaken Creatures.  The Forest of Blood’s trees grow close together, are darker in color, and, in the center, have roots like large gnarled fingers, growing up and back down into the earth.  Between the shadows and the howling, you’ll not find a more frightening place in Kingdom.

Next to the Forest of Blood is Bremen.  Bremen is the cosmopolitan city of Kingdom.  As you know, there are places where the king’s power is strictly enforced, and then there’s Bremen.  The king leaves Bremen alone.  It is full of large ships, inns, shops, and places to gather.  The best way to describe it is like a medieval Wild West town.  Wide, dirty roads, and two and three story wooden structures make up most of the town.

If you are more interested in mountain climbing, head across the river to Grok’s Teeth.  The legend is that a giant, vicious dragon, named Grok roamed Kingdom, but was defeated by the archangel Raphael.  When it died, it sunk into the ground, and then out of the dirt came tiny sharp hills, the product of the dragon’s teeth.  Over centuries, the hills grew into mountains like saplings into trees.  The range of mountains became the highest in Kingdom, though the highest mountain is in the east called Dragon Mount.  More on it, later.  Grok’s Teeth is home to number of denizens: human and dwarf miners, goblins, giant spiders.  It takes weeks to travel north to south in the mountains and days to travel through it.  We recommend a guide.

Nestled against the tallest and spikiest part of Grok’s Teeth is the royal city, known simply as Town.  The royal city is not in the mountains but flush up against it on the west side.  Town is a sprawling series of houses and shops with a number of streets and thoroughfares that all lead to one central area to the west, the royal castle.  The houses and shops nearest the castle remind us of an Alpine valley.  The castle is the largest in Kingdom, fit for kings and queens.  It has over a hundred rooms, and its west view of Grok’s teeth is spectacular.  Not to be missed if you tour the grounds is the forty-acre garden, the lake of transmutation (more pond-sized than lake-sized), and the rows of graves called the Hall of Heroes, which contains the grave markers of Kingdom’s historical figures.  Within view of the royal castle is Rafter’s Glen where many important battles have been fought.  It’s a popular spot for the royal army to fend off invaders as it is a bowl-shaped ravine, wide and broad.  Often usurpers appear on the ridge on the northeast side displaying their colors and the king’s army are positioned across from them on the southwest.  This was a glen at one time until Melzark the magician broadened it to plains to assist the king’s army.

You should know that Kingdom is unconventional and has, in its past, been ruled by multiple kings or queens.  Occasionally a King and Queen have been siblings and not married.  Currently King Shade sits on the throne.  It is important you ignore the rumors of King Shade’s illegitimate status and not speak about it in public.  All stories of five princesses ascending to the throne are only old wive’s tales, not fit to even bargain a small tankard of ale at King Thrushbeard’s tavern—a popular site in Town.

On the other side of the range are the Plains of Isolation, a tranquil area, mostly uninhabited but populated with goblin strongholds, monasteries, and taverns along the south coast.  The hills in the center of the west are inhabited mostly by dwarfs but there is a mysterious Oracle that resides in this area.  To the north is an uninhabited land surrounded by tall mountains.  People believe first life started here and some say it’s Kingdom’s equivalent to the Garden of Eden.  There are rumors that there are ancient temples among the palm trees, the only palm trees in Kingdom.

There is a north-south river that splits the far west from the center and east of Kingdom.  The river is known as River, and there are rumors mermaids swim in its waters.

As you round the northwest corner, and pass the rivers emptying into the northern ocean, you arrive at Faerie Forest.  This is the home of elves, pixies, and sprites, one of the most magical place in Kingdom.  The elves, being only two or three feet tall, live in the small establishments and towns.  Their houses are often built like normal items (boots, water towers, birdbaths—the pool is on the roof).  Nearby and living peacefully with the elves are the pixies.  They dwell in the trees in small houses.  The trees are pixie-sized as well; the tallest is nine feet tall.  As humans approach the houses, a person will shrink to pixie size to allow entry.  Bright lights swirl around the pixie windows and doors.  The sprites are small men and women that have limited magical powers.  They are often considered the weakest of all creatures in Kingdom.  They live underground in tunnels and poke their heads out as visitors approach.  They are in the northeast of Faerie Forest.

Outside of the Faerie Forest is Garath, a town constructed by the elves many centuries ago.  This town is populated mostly by spellcasting creatures and has a low population of men.  Entrance to the town is surrounded by a magical barrier.   Here, elves have built their own castles and houses.  Famous is the one-story castle of Lord Blar and Biscuit Shoppe of the Kaybles.  The famous sprite temple to St. Joseph—the one that floats on air—exists in the center of town.  While the kings and queens have ruled over Garath for centuries, they often do not come there because it’s known as a safe haven for the more exotic races.  If you happen to gain entry, you may be lucky enough to view giants, trolls, unicorns, or unigards (a unigard is a unicorn that has been ridden by a non-virgin).  It is rumored that Zaphrix, the fabled Manticore, makes his residence here.

The Forest of Death is the northern brother of the Forest of Blood.  Larger, but not as tightly compacted, and less threatening, the forest is not as deadly as it sounds.  Yet, one must exercise caution.  If you ask a Kingdomer why it is named such, they will respond “People go in.  They die.”  The outer ring is mostly safe.  There are many bakers, hunters, and woodsmen who live here.  As you move toward the center,  you are more likely to meet danger.  Beware candy-covered houses of witches or roving bandits of elves.  You are not permitted to enter the direct center of the woods.  This is Ozark territory.  Ozark is a wizard and former royal magician who bargained with the former king for an isolated place for himself and other recluse creatures.  If you cross over, you are on your own.  You may meet his army of Malfluers, animated dead trees, basically tree-zombies.  He also houses dryads, naiads, and other cast-off races.  The west end is home to the leprechauns.  They love to bargain with people for magical items they create.  More industrious than pixies which are known pranksters, leprechauns can be swindlers so be careful.

Directly to the east of the Forest of Death is Nor.  Your Kingdom passport won’t work in Nor, you’ll have to get it stamped if you enter here.  A long time ago, Vikings from Earth accidentally traveled to Kingdom and decided to invade it.  They’ve spent years warring with Kingdom’s kings and queens, but have only carved out the top north section as a home base.  All of Kingdom is theoretically ruled by the King except Nor.  The lines around Nor are the only real political boundary in Kingdom.

Nor is modeled after a viking town with stave churches and wooden houses.  Preferring the titles of lord and lady over king and queen, they live in an exquisite castle in the center.  Nor men and women are immensely proud warriors but they see all strangers as Kingdom people so you are warned before you enter.  Currently, Lord and Lady Helvys rule Nor.

Not much is known about the Marsh of Dreams other than it’s dangerous to cross as its miles of swamp land.  There are rumors that nasty witches and wise prophets live there.  Dragon Mount is home to dragons.  Dragons in Kingdom are both good and bad.  We recommend, despite the temptation to see one, you avoid them.  Dragons in Kingdom have other powers than breathing fire.  They are the most powerful magical creatures in Kingdom— other than that thing that lives in Devil’s Den.  It’s questionable whether the dragons are really ruled by the kings and queens of Kingdom.

The Hills of Despair are the home of rogue giants.  Don’t be surprised by the multi-headed giants in the hills.  They like to play a game called “human toss” in which they throw people to see how far they will go.  The game ends when the last human dies from their wounds.  Enter at your own risk!

The gnomes are the best bargainers in Kingdom and have broken with King Shade early in his rule.  The king ignores their proclamation of freedom, but you may encounter a band of gnomes willing to bargain with you for all of your money.  Do not trust their wagers.  They are always stacked in their favor.

Exile in the southeast is the home of convicts.  They wear magical armbands to imprison them within the crowded and dirty city.  Murderers and brawlers rub shoulders with petty thieves and malcontents here.  The only way they can escape is by performing a good deed.  When that happens, their armband falls off and they are free to go.  The layout of the city is winding and twisting—one can easily become lost here.  It is advised you avoid Exile—it is a dreary destination without any interesting landmarks.  Definitely avoid it during the winter storms of the Reckoning.  We don’t know exactly what happens during the Reckoning as no one will talk about it.

Tusk, on the east side of the Forest of Blood, has an interesting history.  It is believed the city grew after a young prophet met a talking boar who asked him to cut off his tusks to build a temple.  The belief is the tusks never ran out of ivory and the prophet built the Temple of Langra-Shah, a beautiful structure to an unknown god.  Considered blasphemous by nearly all of the inhabitants of Kingdom, the architecture and many mysterious rooms are a destination not to be missed.  Follow your guide and don’t get lost in the temple—some have claimed people have been trapped there forever.  Humans are the predominant race in Tusk but you may find gnomes, goblins or trolls here.  Pickpockets are common as many former Exile inhabitants migrate here after they’ve “reformed.”  The Daughters of the Prophet roam the city, protecting its citizens where they can.  It is a rough city yet it has its charms.  You won’t find castles here, only merchants and fishermen.

You are safest in the Plains of Safe Passage  and among the farms and inns in the direct center of Kingdom.  Here you will find farmers and merchants and the good folk of Kingdom.  The king’s patrols march in straight forty-five degree angles from Town to the Forest of Death and Forest of Blood and back.  They stick north of the disputed lands near Bremen and avoid Garath.

We’ve warned you of many places to avoid, but at the top of the list is Devil’s Den.  We’re sure the rumors that an ancient being lives here are false, yet this blackened, dead island is the home of an obsidian castle whose owner is unknown.  The only thing known is it is death itself to set foot on the island.  If you are curious, take a boat tour and view it from a safe distance with binoculars, but we will not guarantee your safety if you do.  We can confirm the stories that people have gone blind simply by viewing it.

And that is Kingdom.  We hope you choose to visit and enjoy  your stay.  Go and have an adventure!