The Kingdoms of Kin

These are the Five Kingdoms that remain in the post-Awakening world. Sheljar is the most significant kingdom that fell, though it didn’t fall to another kingdom. Sheljar was overwhelmed by internal strife, undead, tunneling nightmares, and massive waves that beat through its harbor and smashed many buildings. New Sheljar emerged recently and though it claims to be a kingdom it is a small villa-state with a few hundred residents and the fealty of Fort Ooshar and a handful of villages in the highlands near Qin.

Several other lands were swallowed up by Azsel and Daoud. Kirtin looked inward. Historians do not know what happened in Mehmd as they are only permitted in the city Gate. Gate remains accessible to all.


Azsel is a society that is caste driven with use of slaves (often Goliaths).

Azsel in particular is this particular kind of evil because dammit they’re midgets that just stopped taking crap. They gained power. Their mastiffs and warhounds and such leveled the sides between they and the other political powers in the area. They continued to grow, taking over some neighboring kingdoms and eventually uniting about 40% of the continent through their brutal and effective use of slavery and pack strategies.

Bonds:: All dogs, horses
Weapons: Net, Whip, Short bow, Short sword, Dagger, Sling
Governance: Bloodline Empire
Unique Class: Fighter – Cavalier


Crinth is is not a kingdom, instead it is a federation of tribes that work to protect their lands from Aszel. With Aszel regularly making slave trades and land grabs among the Crinth the Kin here are increasing unified. There is no single leader in Crinth, but a council made up of the elders from many dozens of tribes. There is a massive plain, some tundra, a forest and a land of lakes.

Bonds: Bison, moose, elk, horse, deer, birds of prey
Weapons: Spear, Axe, Short bow, Clubs, Staves
Governance: Confederacy of several dozen tribes
Unique Class: Druid – Circle of Moon and Barbarian – Totem Warrior


Daoud is the largest naval power among the Five Kingdoms (Qin also has a sizeable navy, but it rarely works towards a common goal). Both landed gentry and the gentry of the ship are recognized as members of the noble class. The gentry of the ship replace the merchant class in other kingdoms. A Captain is equal to a Lord. An Admiral is equal to Barons. The King is referred to Lord Admiral of the Seas, King of Daoud, Duke of the Green Isle, His Highness Dauod the Seventh. He has retaken the name of the King that conquered the city of Kirtin nearly four hundred years ago. Daoud the 7th dreams of freeing the slaves of Aszel.

Bonds: Horse, retrievers, seagulls, herons, monkeys
Weapons: cutlass (short sword), rapier, crossbows, trident, polearms
Governance: Feudal Kingdom
Unique Class: Rogue – Swashbuckler


Kirtin is in the mountains. Its founding capital is in lands now controlled by Daoud. For that reason there is a history of conflict between the two Kingdoms. They’ve twice had Hundred Years Wars (Daoud won both). Currently Kirtin begged Daoud for help because of Aszel’s aggression. It is better to exist without your traditional lands, than be enslaved. These are a rugged mountain peoples who train all of their teens in defense. By the age of maturity every citizen must craft/pay for a weapon that they will use to defend their fief, barony and kingdom. Within four years after maturity all serve a year to support the gentry. The smallest of the Five Kingdoms, some scholars are suggesting that it be moved on par with Mira and Qin. But, it is actually a Kingdom rather than a trade center and so maintains its historical ranking, for now.

Bonds of Kirtin: Horse, mastiffs, terriers, goats, cougars, ponies
Weapons: polearms, hammers
Governance: Feudal Kingdom
Unique Class: Paladin – Shield


Mehmd is generally a desert island with one outpost near Aszel. It is an area known for fine artisans, but also distant from the rest of Kin. The city of Gate is the only area on Kin that is controlled by Mehmd. It is also the only place where non-Ahidians are allowed. No city is larger. The desert island is therefore shrouded in mystery.

Bonds of Mehmd: Camels, horse, falcons, cats, lizards and ‘saurs
Weapons: scimitar, longbow, rapier, spear, javelin
Governance: Caliphate
Unique Class: Barbarian – Berserker

Land of the Everflow


Telse is the central township of the Telse region. The trade city to the North is Mira. Qin is the trade city to the South. Both are along rivers that flow from an origin point to the West of Kin, called Telse. There are two powerful guild-controlled city-states (Mira, Qin). Due to the need to defend themselves from the Five Kingdoms they often don’t exercise control over the communities up river. Neither claims Telse as their own, but they do lay claim and sometimes tax the peoples on the river that feeds their cities. The fountain of Telse with its two outflows is considered a holy place. Quar is the main god worshipped in with the Bishop of Quar as the highest religious authority. He’s in charge of all religious disputes and manages access to the Everflow. It is also a trade center, as the smaller communities out on the highland send their goods through Telse. When Sheljar fell many of its residents fled to the northern ghettos of Telse.

Bonds of Telse: herders, terriers, ravens, cows, horse, bear

The Everflow (Two-headed Spring, Pool of Life, Lake of Wonder, Everflow, Font of Two Paths) – is gathering place for monasteries and divine magicians (disempowered for an eon or more). Non-religious locals understand that the increasing pilgrimages over the last 20 years are a source of funds, but also feel like the town is losing its rural identity. Water taken directly from the pool works as a Potion of Healing as long as bottled in ritual manner.


Mira is a large city of about 14,000 peoples. A Goliath leads the Mira police and guard. Independent of the guard are the harbormasters. It is a guild run town. The following guilds are the most influential in Mira – brewers, money changers, shipping and the masons. Most of the taverns are closed halls only open to members of specific guilds, with signage that indicates who gets entry and how much a one-day pass costs for non-members.

Bonds of Mira: terriers, cats, horse, seagulls, herons


Qin is larger (20,000), with more Goliaths than other large cities. The merchant houses run the city through a council. Two of the leaders run caravansaries, one is a river trader (South River and nearby River of Qin coming down from Kirtin), and the other four all run massive fleets that have trade connections with Daoud, Mira, Crinth and Aszel. Every individual in the city is a member of one of the houses (houses accept all Kin and do allow people without blood tie into the house). Visitors will be asked to register with a house based on which gate or dock they use to enter. Each gate/dock is run by a single house with another house having a desk as a rotating alternate. Council sets the rotation a month in advance. Entry to the city is free for members of a house through their own entry. A visitor must pay 1 copper per day of visit, merchants must gain a sales license by paying 1 silver. They then accept the protection and responsibilities of that house. That tribute is paid to get the protection, legal services and other powers as a member of the house.

Bonds of Qin: terriers, cats, monkeys, pigeons, ravens

New Sheljar

When Samul convinced the various survivors of the gobkon crashes to join his kingdom Sheljar rebooted. Between the Hunters ability to clear out the influence of the Necromancer, the Tunneling Nightmares of Chorl’s(?) creation, and create valuable land and sea trade to Mira, Telse, Ooshar, and Qin Sheljar is a new place. Attracting refugees from the conflicts in the Western Wildes New Sheljar is a concept as much as a place. It stands for judging people by their behavior, not their ancestry.

The Hunters govern New Sheljar not from the old library or town hall, but instead from the Inn of the Isle. It is their first home and refuge. The Temple of Torq is now a headquarters for the navy and teknogical center of the city.

Saffron runs the Inn of the Isle. Trade is headed by Doceo. Many put their faith in Aamar‘s reformation of Quarite religion rather than the Telsian version and its Bishop. Mansaray often welcomes the refugees that filter into the city and its vast empty places, still searching for clues about his tribe’s past.

The rest of the Hunters all have roles as well.

Bonds of Sheljar: varies wildly
Weapons: pole arms, crossbows
Governance: Benevolent council
Unique Class: Rogue – Propagandist and Fighter – Consicript

Old Sheljar Fields and Ruins: Rolling fields that produce wine, cheese. Ruins of Sheljar due to massive waves. Must trade through Telse or Mira. No central government.


Other areas in the Land of the Everflow

The Ferments: A land of open hot springs and fire spouts. Famed for liquors and scattered homesteads that defend themselves. Strong militia. No standing guard.

Bell’an’fair: Baubles, jewels, glasware. Defended by a central keep. House Bell’an governs. Three minor houses.

Cliffs of Gallinor: Small tribe of Goliath that long for full independence. The watch the skies for word of change, hoping to return to Isle of Gallinor.

Dakan Thaeeb: Sharp, steep volcanoes. Crops include coffee, tea. Skies often full of ash and smoke. Quarries for stonework are mined.

3 thoughts on “The Kingdoms of Kin

  1. Pingback: Simple Shield Options | Full Moon Storytelling

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