Cal Manar

Tech Code: 5
Governments: Authoritarian Monarchy under the Count of Cal Manar.
Religions: The Old Way, Merciful Hand of Hende, The Manese Way, Imperatry Temple.
Industries and Trades: Herding (highland cattle, sheep), limited agriculture, small-scale mining (tin, copper).
Major Terrain: Flatland.
Primary Languages: Kelorn, Haedrasian, Low Iri, Bosk.
Major Settlements: Amira, Daretta, Grey Tables, Hanuma, Hardosa, Hob Port, Jatar, Johtul, Karberra, Karbosa, Kare, Manara, Maun, Mettera, Mirt, Prosa.


Physical Geography

Cal Manar (kell men-ARR) sits on a broad stretch of hilly terrain marking the most westerly edge of the Imperatry Flats and the easterly extent of the plains of Taurvann. The land here rises into an expanse of rolling, hilly grassland, broken frequently by broad, flat moors and marshland in the north. Small forests and narrow, winding waterways are common, but seldom of remarkable size, and on the whole the land is remarkably regular. It is easy to become lost in Cal Manar, not because the terrain is particularly difficult, but because it is all so similar. Only the broad, brick and gravel highways - the pride of Cal Manar - provide reliable landmarks in the gently rippling rise and fall of the territory.

At any time of any day there is usually a large bank of dispersed cloud drifting from the east over Cal Manar, leading many to joke that it is a land in the shade. When the clouds become tattered or broken it is a sign a bad storm is coming. Light rain is common, but Cal Manar doesn't see the heavy falls of the nations on the northern coast of the Inner Sea, instead experiencing frequent spells of light drizzle that often last no more than a few minutes. In winter this can be chilling and unpleasant, but in the hottest summer months it is often refreshing. Because of the frequent rain the soil in Cal Manar is rich, but because of the relatively infrequent direct sun, it can be hard to choose what to grow, and because of this as well as frequent areas of boggy soil, agriculture has remained a strictly as-needed industry in Cal Manar, and only land around settlements is under cultivation. However small orchards are popular, and the remains of meals left by travellers along the highways has led to an abundance of fruit trees around the land's main thoroughfares. It has become tradition for seeds and stones taken from fruit to be buried by the roadside by native travellers.

In the south the land becomes rockier and more uneven, as the so-called Manese Hills between Taurvann and the Imperatry Plains, that are particular to Cal Manar and Bakkar, give way to the more rugged Pelosian Highlands to the south. Meanwhile in the west the land transforms slowly into the rolling, lush prairies of Taurvann, and dappled patches of golden sunlight start to break through the canopy of cloud and strike the land here and there in shimmering shafts. Copses of wood are less common here, as are small forests, but lone trees are frequent, as are deep, narrow gullies of fern and other shadow-loving plants. Where the moors only a day or two east have a stagnant, bleak caste to them, the lands here are pretty, pleasant, and somehow idyllic. Of course, a traveller should not forget that all of the usual dangers of the road, from dangerous beasts to desperate men, still inhabit the lovely western lands.

Political Geography


Cal Manar is often thought of as the bridge between the basin in the north and the southlands, and it is true that the only major roads that link the two regions lead over the Cal Manar-Kâdoc border. However because it is unique in the basin for not having a coastline on the Inner Sea Cal Manar is not the hub of trade it could be, and with the southern guilds slowly reaching into the nation, and more Haedrasian enclaves springing up every year, the Count may have a power struggle on his hands. For his part the Count, and all of his supporters, have elected to make a stand. Rather than hope to avoid notice, like so many other nations along the Haedrasian border, the Count has been very vocal about his ancestral prerogative, and the sanctity of his borders. In the face of the encroachment of Haedrasian enclaves, and interest from the guilds to the south, he has been almost immovable. No new enclaves have been given sanction, and those that are being founded are considered to be largely illegal, and are fined heavily, while agents of any of the six guilds are actively driven from the land, and harried back into the southern realms. Punishments for leasing land to, or generally consorting with, any of these parties is strictly punished, and missives from the south and the east are politely, but firmly ignored. While he knows better than to openly persecute the Haedrasians, Count Hanuman has no such compunctions about the agents of the guilds.

Like the other old Kelorn realms, Cal Manar is ruled by a count who is drawn from one of nine landholding houses, each of whom control a major monopoly throughout the entire domain. Counts are chosen by agreement of the heads of the nine families, only when a Count does not produce a direct and clear heir are they called to do so again, so a house can hold onto the title for generations. But since the Count cannot strip title, land, or powers from any other family without the unanimous agreement of the other eight houses, the ruling houses usually . When one of the leaders of the houses is named count he waives all of his personal claim to his family's lands and rights, symbolically becoming part of no house, and passing leadership of his house to the next logical heir. In practice he will usually favour his own house, even after generations of detachment, but he has little to gain from showing too much favour as he will always be count, as will his sons.

Social Geography

Lightly populated and mostly self-sufficient, Cal Manar is predominantly occupied by kelorn landsmen, but communities of haedrasians, fellers, hobgoblyns, and even frequent visits from kai caravans people here are relatively used to other cultures, peoples, religions and languages making up that cultural patchwork of the realm. With few large settlements, Cal Manar's population is centred around its well kept roads, but borders are tense, and trade is less of a feature of life than one might expect. Most communities are self-sufficient, and the only real mercantile activity is the industry based around the monopolies of the noble houses. A town's agriculture is usually sufficient to keep its population fed, and put some in its stores for poor seasons, and little more.

Little trade traffic, combined with tension with neighbours has made the people mistrustful of strangers, and unfamiliar outsiders must prove themselves in order to be accepted. The people tend to be poor, and while they are free men, not serfs as they would be in other lands, they are seldom very mobile, because their communities are isolated, and their stations in life have little room for advancement. As a result, a commoner's family has likely lived in the same place and worked the same land for generation after generation, and communities more than a few hours away are as alien as those on the other side of Allornus, and while there is rich diversity of goblynkin and landsmen within Cal Manar's borders, the two seldom meet.

Faiths and Worship

Like most of the realms of the basin, Cal Manar was once dominated by the Old Way, but Cal Manar has become the seat of many diverse and powerful sects who deign to challenge the old Kelorn Temple. And most of these sects don't demand exclusive worship, allowing followers of the Old Way to also come to their temples and shrines when the need is great, or their cause appropriate. The Old Way responded to such openness by demanding that all other faiths be renounced, and so lost many devotees.

Setting Trait (value): name trait



4293 KS The Magocracy collapses.
4307 KS Imperatry Legions begin to consolidate their holdings along the borders of Kel Wacuite. Kel Saratose sends a fleet to support the count against inevitable incursion, but it never comes.
5048 KS Ashiva Mas-Kujabi, the Invincible Warlord, arises in the Fells and unites the qadars.
5050-5059 KS Ashiva builds the Great Fleet marches over the lands of the northern coast, his growing army is undefeated so long as he marches with it. He massacres every scholar-bird and boar-cat community in the lands between the Bosots and the coast.
5059 KS Ashiva's flagship is lost at sea, and the Great Qadar is lost with is. His three most favoured warlords posture to assume the throne.
5067 KS The Empire of the Northlands splits into three warring factions based around Bakkar, and modern-day Lodel and Camar.
5100 KS Bakkar and Amir are divided.
5145 KS Present Day.

fluff title

fluff content.


The Manese People

maintain formatting

Flora and Fauna

maintain formatting

Notable Individuals

Hanuman er-Proseus, Count of Cal Manar
The reigning Count of Cal Manar is the young and sometimes blunt Hanuman er-Proseus, of the House of Prosa. Only in the middle of his fourth decade, Hanuman was raised in a county where the Haedrasians held almost as much sway as his grandfather, the Count, and riddled with the agents of the guilds in the south. When Hanuman finally became Count himself he was determined to not let any more of his land slip away. Standing firm on old Cal Manar law, he demanded that the Haedrasians recognize his rule, and only his rule if they lived within the borders of his realm - risking a legion marching on his borders there and then. Then he began to execute known agents of the guilds, for their presence subverted the traditional monopolies of the nine great families. Since then many assassins have attempted to take the life of the Count, and many times armies have aligned on his borders while tense negotiations took place on the battle field, but Hanuman's good fortune and bravado have held out so far. The Count seems determined to rule his land absolutely, without foreign interference, or else not at all.

Jorun Varro, Imperator's Primate-Emissary to Cal Manar
The official representative of the Imperatry Templarate, and the Imperatry Temple, is Jorun Varro, lately of the Unchallenged City. Since Cal Manar is not an Imperatry territory, and thus can have no Primate, Jorun uses the title Primate-Emissary, indicating to the settled Haedrasians that he is a Primate in the temple, but still diplomatically acknowledging that he is merely a visitor in this foreign land. In fact Varro was sent to replace his more militant predecessor when Hanuman became Count of Cal Manar. One of Haedrasia's finest diplomats, and negotiators, during his long tenure of service to the Templarate he has a wealth of experience dealing with subject peoples, and he remains cautious, courteous and sometimes infuriatingly proper, insisting that every dealing, every negotiation, to be meticulously governed by law, and every bargain made by both sides be upheld to the smallest detail. The scrupulous Jorun's acquiescence to a weak foreign lord has exasperated many of his countrymen, but he is as immovable in his methods as the very mountains.

Chief amongst the Count's advisers is the sage mhulak Ghizbán, who came out of the lands of Bethamzthac some three generations ago. Ghizbán has always been coy about the reasons for his exile, but his presence, and experience has been instrumental in keeping the border with the southern hills relatively peaceful. Ghizbán arrived in Cal Manar long after it had been penetrated by foreign influences, but he is more cautious of character than the Count, and the sheer gall of Hanuman sometimes exasperates the old mhulak sage. Worse still, the more Hanuman meets with success, the more confident he becomes in making demands of much more powerful foes, with nothing more than his right as Count. Ghizban is sure that Hanuman will gamble one time too many very soon, and one party or another will move against him. Or worse still, he will make Cal Manar the site of the inevitable confrontation brewing between the guilds and the western legions.

Rild en-Marsa of Jatar, Warder of the South
Rild of Jatar carries the honorary title of Warder of the South, and is the first to bear it. Hanuman trusts Rild with a crucial duty - keeping the agents of the six guilds out of Cal Manar - and thus out of the entire basin! And this does not sit well with many of the nobility of Cal Manar, for in pursuing his duty Rild can be as single minded and heavy handed as Hanuman himself. Born a commoner, Rild ran with bandits along the Cal Manar-Kadoc road for some twelve years, eventually becoming high up in a large band. But he redeemed himself when his band of robbers kidnapped Haunman's younger sister Anise. Rild was so taken with the beauty and poise of the girl that he rescued her and, alone, fled. There has been talk of a romance between the two, but a commoner could never be a suitable partner for a daughter of the ruling house, but Rild deserved recognition, and in light of his experience in the territory Hanuman charged him with defending the southern border - especially the land on the Kadoc border - against penetration. And while his methods may not be subtle, they have proven effective.


Social Etiquette and Customs

maintain formatting

Arts and Entertainment

maintain formatting


maintain formatting

Diet and Eating Customs

maintain formatting

Fashion and Dress

maintain formatting

Religion and Philosophy

maintain formatting

Transportation and Communication

maintain formatting

Common Pass Times

maintain formatting


Political System

maintain formatting

Legal System and Enforcement

maintain formatting


maintain formatting


Architecture and Construction

maintain formatting

Daily Living

maintain formatting

Major Industry

maintain formatting


maintain formatting



maintain formatting

Major Export and Import

maintain formatting


maintain formatting

Today In The Land of Roads…

maintain formatting

The Domains of the Inner Sea Basin
The Taurvann, Cal Manar, Amir, Bakkar, Kel Wacuite, Kord, Taal, Lodel, The Inner Sea, Kel Saratose, The Mhul Pont, The Goblynfells, Camar, The Crooked Plains
Director's Miscellany Amenities, Gear, Prices, Professions, Random Encounters, Sample Characters, Series Loglines, Small Settlement Generator, Supporting Cast Generator