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=The Free Kingdoms of Calishar (Smack in the Middle)= Home of noble knighthood (and delicious pound cake), the Free Kingdoms of Calishar shine forth as the greatest citadel of freedom in the heavy-forested continent of Kas-Turaaal.(1) The magical wood that surrounds the southern part of the city is home to friendly colonies of elves(2), small bastions of other fae folk and vistas of strange wonder. But true evil also lurks within. The wood is dotted with caves -- dozens upon dozens of them, and there are ancient elvish ruins now long-abandoned where neither man or demihuman will willingly tread. To the north of the city lies vast expanses of fertile farmland, fed by the Mighty Zorenplatz River which runs through the fertile valleys and snakes through Calishar itself before pooling into mighty Lake Woebetide about 20 miles southeast of the city. But there is neither peace nor succor even in this idyllic spot, for the Blackthew orcs have been driven south by expansion of gnomish barbarian raiders, themselves driven out of their northern climes by bitter cold and hunger. Crazed and bloodthirsty, both the Blackthew Orcs, led by their fearsome leader Bonecrack the Incredulous, and the gnomish barbarian horde, led by Gwinglezort the Massive, will eventually push south into the northernmost reaches of the Calisharian kingdoms, bringing death, destruction and Adventure Hooks (tm) to all. But for now, the human city of Calishar stands proudly between these vistas of light and shade, its gray stone towers and brilliant pennants seeming to scrape the skies. Home to the Knights of Calishar, preservers of freedom and possessors of really nifty uniforms, the kingdom is choc-a-bloc full of adventure. Legend says the city was built upon the ruins of a previous kingdom, blasted to bits by some unknown god. Legend further says that hidden perils, untold riches and (most probably) a few cubic tons of liches, demons and other Vile Things (Vile Thing Union No. 558, to be exact) may still be found there. "Legend," a 10th level halfling thief, will be happy to sell you a map to the entrance of said supposed underground for a small consideration of only 100 gold pieces. He also likes licorice. It's the only way you'll ever get him to shut up. The kingdom itself is peaceful, ruled with wisdom and a steady hand by the Archmagus Zorinthrax and a High Council made up of twelve representatives of the surrounding community. Xuanthril, a representative of the largest elvish colony to the south of the city, has recently joined as a 13th, non-voting observer. A forgotten prophecy, long ago written by the trembling hand of the famous sage Irankor of Arath'kar (in the Great Desert, a separate entry to be detailed later), states that when Calishar's council of 12 officially becomes a council of 13, strange and wondrous things will befall the city. This is true, but whether it will be a good or a bad thing is unknown. Most people -- except a very select few -- have forgotten about the prophecy. The Knights of Calishar are the city's elite fighting force, although not only armor-plated mercenaries make up its ranks. The permanent members of the KoC are mostly warriors, but the group freely hires on magicians, thieves, assassins, tradespeople and other folks. Regularly, hazardous work is contracted out to adventuring parties who agree to pay the 5 gold piece per member, per month free to be part of the Calisharian Special Forces, for which they get a magically-laminated membership card and regularly sent to certain death. (1) Because fantasy names of all stripes must include apostrophes, an inordinate number of vowels, etc. (2) Well okay, they're actually pretty much jerks, but then again, aren't all elves?
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