Tanion is a fantasy world for RIP Fantasy. It is not a very detailed
one, but simply a base for this system and things on it. It is not a
very original or different world, but more like a cliché collection
and safe choices, with dwarves underground, rampaging orcs, northern
barbarians and proud and distant elves. The technology level is mainly
similar to Middle-Earth - there might be more advanced clockwork
devices in some cities and maybe gunpowder, but mainly those are seen
as magic or unknown artifacts.
Tanion is unlike our own, but a place of jagged badlands, deep
lakes of unknown creatures and high mountains of vast caverns.
It is described here as known by Theerians, the largest known human
civilization. It is a low fantasy world with high fantasy elements -
dark supernatural creatures lurk in the forests and caves,
necromancers bring dead back to life and high elves practise
powerful magic, but all those are rare things for a commoner to see
and usually only rumors and stories told in taverns.
The known world consists of a large continent
known as the Mainland, Southern Islands, Land of the Damned and
the Isle of the Gods. The western regions of the mainland and other
land beyond the sea are all unmapped and unknown, only mysteries live.
In the eastern coach of the Mainland, there is a vast human kingdom
known as Thee'tuon. It's the most medieval cilization in the known
world, consisting of the
lands ruled by the landlords, barons and princes from their small castles.
Borderline of the Thee'tuon is everchanging as raids and revolts
rapidly change borderlands, but generally it is limited to
Kheirian Mountains, the Troll Moors and Dark Mountains in the
west, Round Bays at the south and
Jagged Mountains in the north, behind the Dark Sea.
On the norhern wasteland, random human barbaric civilizations
dwell. The land has large undiscovered forests of mighty and immense
trees and steep rocky hills and icy rivers. Well known landmarks are
Jagged mountains in the south and River Hurkuin that runs from Jagged
Mountains to the sea. Northern barbarians do occasional raids to
southern lands, sometimes destroying and pillaging everything north
of the Dark Sea except for major cities.
In the mainland, a barren and rocky country is inhabitated by orcs and
giants. Inside the mountains, large isolated or ancient dwarven
kingdoms struggle against tough greenskins and hungry monsters from
mainland. In the isolated mountaincliffs, random high elf cities lie
with their long sleak towers and countless bridges. Some random human
explorers have settled to borders of the Midlands, and a small dukedom
of Ertoun tries to keep Griffon Pass in Kheirian Mountains open for caravans.
This barren and hot desert has the furthest known human civilizations.
Desert nomads and kingdoms make their living by mining precious
minerals which are shipped by large caravans to Thee'tuon.
In the barren areas of the known world, ruins of the ancient unknown
civilization can be found. These places are much sought after by the
adventurers, thiefs and magicians, because strange artifacts of
unknown powers can be found.
Long ago, mighty cities with gleaming long towers stand in the
ground. But for the reasons unknown of, these cities were abandoned,
and as their inhabitants left, so did the cities die. In the years
that came, the nature once retook the land and buried the cities under
dirt, earth, liche, scrubs and trees.
The Jungles of Greuinen
On the south, vast jungles of Greuinen cover the isolated islands and
dangerous mountain range. Mythical beasts walk among the trees, and
forest trolls and orcs live in their primitive huts or caves. Some
random jungle elf and human tribes live there also.
However, on the coastline, humans have established trade ports, towns
and fortifications as base for exploration and exploitation. The most
famous is a small trade country known as Kwaeli, ruled by wealthy
merchants, originally from Thee'tuon.
These rocky tropical islands are south of the Mainland and Greuinen.
Random savage tribes of humans, elves and orcs live there, among
mystical beasts. The Secret of the Steel has never reached these far
corners of the world, at least widely, and tribes living there use
mainly bone and stone untensils, but some can work bronze.
Land of the Damned
Far in the Eastern Sea is the barren island known as the Land of the
Damned. Not a long ago, this island was ruled by a mighty elven
kingdom known as Lothlaria. The story told that in their arrogance
they challenged even the Gods themselves. The wrath of the gods was
horrible, and as the people of the Mainland saw the Second Sun
raising, Lothlarian ceased to exist.
Nowadays, only barren land remains, but the curse remains. Those crazy
enough to wander to this land cursed by the Gods themselves contract a
strange disease and usually die within months.
Of the proud elves, only those few that listened to the warning of the
messanger of the gods remain. They moved to the Mainland, and joined
the few high elf cities in the midland.
Isle of the Gods
Far, far to beyond the Land of the Damned is a mysterious rocky land
known as the Isle of the Gods. No man has ever walked that ground, and
anyone sailing close to that land is turned back or never returns.
As expectable, these common measures apply mainly to human
civilization, although dwarf and some elven tribes also use them.
- The basic time unit is a day, which is approximately of same
length than a day in Earth. Most cultures and places do not known any
more precise timing system, but just use concepts relative to a day,
like dawn, dusk, midday and midnight.
- In Theu'tuon, state scholars long ago defined a more precise time
unit called an hour. 12 hours are equal to time between midday to
midnight, as there is 12 months in a year. Some old mechanical experts
travel from large cities to cities, fixing all large clocks that show
the royal time.
- Month and Year
- Tanion has one moon, which orbits it in approximately 30
days. Months have different namings in each culture and not all
cultures have named them, but one year is equal to 12 months. The
number of the year and new year change from culture to culture.
- One pace or footstep is equal to around one meter, and is
commonly used measure. As pace is different from people to
people, this is not very precise measure.
- The most common weight measure is stone, which is about one
kilogram. Many cities have official weighting stones which are used
for official weightings.
Many humans are led and controlled with various
religions, most with no real impact in life but giving spiritual life
and inner peace to followers. The northern barbarians have multiple
gods, for farming, war and fishing, but do not openly pray nor
worship them. However, Thee'tuon have only a few gods, with dominating
religions of the Talon, the mighty omnipotent god. His temples,
churces, exist in every bigger city or town, and He is worshipped by
strong and powerful priesthood. People sacrifice food and animals to
Talon on the holy days of the year. However, Talon rarely interfaces
with the mundane world and priests with unnatural holy powers via
possession or similar ways are extremely rare.
Humans also worship other gods, from ancient god of the oceans to the
bloodgrazed god of slaughter. Some has even found 'gods' from various
powerful spirit realm entites, giving their followers unnatural
powers. Anyway, all religions including human sacrifice or dealing
with demons or dead are usually prohibited in all places, resulting in
burning as a witch if ever performed. Only some isolated places may
have such a religion as commonly accepted, and in places like this
strangers may find themselves as new sacrifices.
As expected, law is diiferent in each kingdom and area,
and each landlord applies them as he finds suitable. In general,
however, slavery is prohibited in all 'more civilized' areas. However,
this does not apply to serfdom, other races or wives, in most cases.
Of course all kind of thievery, burglary, murder, assault and so on is
prohibited in all places, and sentence is usually a loss of arm or
life, but as social status and wealth of the criminal increases, so
does the sentence lessen.
While not totally unheard of, wizards, shamans and other practisioners
of magic are rare in human population. Maybe 1% of all are gifted,
and not all of them even know that. So, a small town might have
one local shaman or druid, while larger one could have a few. A bigger
city then might have a feared and powerful wizards' guild with half
a dozen or so sorcerers and other magic users and a dozen apprentices,
and some rogue shamans and other practioners.
Countries and Kingdoms
- The most advanced human civilization in the known world is on the
eastern coast, the kingdom of Thee'tuon. The capital city is
Ree'olun, located at the delta of River Hean. The mighty castle of
king Venuon lies therein, as does the Great School of Magicians and
High Temple of Talon. All Theerians speak Theerian, although
the language has many dialects and can be hard to understand in the
fringes of the kingdom.
At the fringes of the Thee'tuon, small kingdoms not bowing to King
Venuon exist. Some of them are soon overrun by the royal army, but
many are left to be and beneficial trading is performed with them.
Likewise, many barons have complete control over their territory as
long as they pay little taxes to the king.
- Dukedom of Ertoun is a small country located just behind the
Griffon Pass and Kheirian Mountains, in the Midlands. It is currently
ruled by Duke Gkeran,
who once was a mighty warlord of the Thee'tuon. Ertuon has a signifant
role of keeping the Griffon Pass open, defending the Thee'tuon from
orc invaders from Midlands and trading with Khat'kuram, the largest
dwarf civilization. People of Ertoun speak their own language, which
is a mixture of northern savage languages and Theerian, but many can
speak in Theerian, too. As in Thee'tuon, Talon is their major deity.
- Northern Barbaric Kingdoms
- On the north, there is countless savage barbaric tribes and
villages. They are called savages by the Thee'tuon, but when compared
to savage elf tribes, they are quite civilized, and know the secret of
the steel. They forge big swords and axes and do occasional raids to
the south, but mainly hunt animals and farm the land. Now and then,
small kingdoms are formed by mighty warlords who build castles and
rule many small villages close to them. Northerners speak their own
languages, but the two most common are known as Freuin and Harpein,
the first spoken mainly in the northern parts of the Wasteland, while
latter mainly in eastern portion, south of River Hurkuin.
- In the southwest, behind the Troll Moors and Dark Mountains lies kingdom
of Rewueron, which controls the trade routes to southern jungles and
westward to the nomad kingdoms. Many ships sail Round Bays to
Thee'tuon ports, shipping fruits, silk and gems. People of Rewueron
speak their local language, Rewian, although many speak also languages
of desert nomads or Theerian. This kingdom, rules by King Rtutho, is
mainly controlled by the priests of Wape, He Who Stalks The Woods, a
dark and merciless god. Human sacrificies are not uncommon, while
these dark priests perform their rituals in long sleek tower of dark
- Nomad Kingdoms
- Behind Rewuoron, Nomad Kingdoms border the Western Desert. These
nomads live their isolated life in arid towns built near river
Qua'quan or scarce oasises. Nomads are very reserved people and very
sucspiously regard any starngers. They speak many languages quite
different to Theerian.
- This small trade country, ruled by the wealthy merchant nobles, is
located to eastern fringe of the southern part of the
mainland. Kwaelians speak their own dialect of Theerian and worship
gods of sea and woods, which provide them trading goods and safe ship
routes. Because of the beneficts of the trade with Thee'tuon, no wars
are waged between these countries.
After the fall of Lothlarion, there exist only two distinct elf
High elves live in their fortified and guarded
cities on the mountain cliffs of the Midland. Only a few of them
remains, but they are usually protected from assaults of the rampaging
orcs or other creatures with powerful sorcery magics. The closest
known is Haulothr, located north of The Troll Moors, in the west side
of the Kheirian Mountains.
Savage elves, usually known also as jungle, forest or wood
elves, live in tribes in deep forests and jungles. They are usually
considered as barbaric and uncivilized by the high elves, dwarves and
civilized humans. Most savage elf tribes live in the jungles of
Greuinen, speaking local dialects of the ancient elven language, and
use bone and stone weapons and utensils.
Religions: It is uncertain that high elves worship any deity,
althought they previously did. It is said that they originally had
direct connection to gods before their race angered the gods, and so
high elves worship no gods anymore. On the other hand, savage elves
worship their own gods of the wilderness, like gods of the sky or
Law: Not much is known from elven laws. High elves are expected
to have a law typical to very civilized culture, but it is rumored to
include only them, and all other races have no rights nor any
position. Savage elves have rules similar to most savage cultures, and
thus concentrate on tribe and its survivality.
Magic: maybe one tenth of elves are gifted, and magic is often
used, either as elven items or as spells to protect their lands.
In the mountains of the Midlands lie vast mines and underground
kingdoms of the dwarves. Once they all were populated with proud
dwarves, but nowaday only a few of them are inhabitated by the dwarves
anymore. All dwarves speak their own language, and use runes as
Khat'kuram is the largest and wealthiest of the dwarven
kingdoms still active, burrowed deep under Kheirian Mountains.
It is ruled by the king Gramruon 'Grim', old
but powerful dwarven warlord. Its main entrance is close to
Griffon Pass, main gateway from northern plains to Midland. They
mainly trade minerals with Ertoun kingdom for food.
Religions: Most dwarves still worship their ancient god,
Tuhdum, He Who Burrows Deep, althought some isolated dwarven
communities have adopted to human religions. Some dwarves even worship
demons, becoming corrupted so-called dark dwarves.
Rune magic: Some gifted dwarven master smiths can craft magical
runes into items, binding spirits and mana into them, making them
more durable, sharper, and have extraordinary powers against
unnatural advisories. Other kind of magic is very rare among dwarves.
Where there is no large other civilized people or no big hordes of
monsters, there is orcish villages and tribes. Orcs are the second
numerous race in the known world after humans, and only their endless
war among themselves keeps them from expanding too quickly.
Religions: Orcs worship their might gods of warfare,
bloodshedding and courage. Their names are hard for human to say,
because Orc language concists mainly of combinations of grunts and
consonants, but Gr'gh'ghoo is a very common Orc god.
Magic: Some orcs are shamans, or more rarely druids or
necromancers, or become possessed by demons. However, they are
about as rare as gifted
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- RIP Fantasy (c) Kalle Marjola 1997, 99, 2018. All rights reserved.