Tech Code: 4
Governments: Dictatorship under the Council of Leaders
Religions: Red Tabernacle of Elis
Industries and Trades: Forestry, timber, quarrying.
Major Terrain: Flatland, Wood.
Primary Languages: Kâdoci, Bosk.
Major Settlements:


Physical Geography

The little realm of Kâdoc (CAR-doc) sits at the far southern tip of the Imperatry Plains. A land of low hills cloaked in forest, it is a stark reminder that the lands of the Haedar end here. In the west the rugged Pelosian Highlands of Bethamzthac descend gradually into green hill country of inner Kâdoc. In the north the Forest of Kerrilum divides the Imperatry Plains from the hills, and eventually the Manese Hills. The forest is dense and dark, but it has been bisected by the population of Kâdoc, forming a clear passage perhaps a dozen leagues wide leading northwest to Cal Manar. In the east the woods are dark, quiet and almost foreboding, while in the hillier land to the west the woods are lighter, with dappled sun breaking the canopy, and bird song ringing day and night. The lands in between seem hushed, as if cowed by the menace of the wood.

Further to the south, where Kâdoc meets Kasharyk, the rugged Pelosian Highlands take over in force, and the land is made up of steep ascents and descents, with many small lakes in depressions between elevations. The forest makes a valiant, but ultimately futile attempt to scale the north-facing slopes, but trails off quickly. In its place, the land is blanketed with pale grey scree, broken by the grey-leafed, white flowered ink plant. On a cloudy day the region is eerily monochromatic, and only patches of violent lichen moss bring colour to the landscape, but on a clear day the cyan skies make the land look strangely artificial, and the vivid reflections in the still, deep lakes look like holes in the world.

Political Geography

Kâdoc is ruled by a council of leaders, drawn of the various villages of the land, who meet in a council about thirty strong every month. The council itself makes its decisions by vote, but it when it delivers its edicts they are absolute, and backed by force. The six guilds gladly back the council with force - for a generous price of course - and thanks to the relative scarcity of industry here they interfere relatively little. But the confidence this has given the council has made them willing to overstep their northern and western borders on a whim, using their own ill-disciplined guerilla forces to penetrate and settle borderlands. Of course, this focus on the outer borders, and the secret recesses of the forests have made Kâdoc and ideal range for robbers and bandits.

The leaders themselves are all wealthy individuals, many of them drawn from the guilds, who have come to Kadoc from outside to stake their claim. They often have well armed and seasoned personal retinues, and when they arrive at a settlement to 'incorporate' it (with the blessing of the whole council) they will usually dominate the area by building a large fortification right at its heart. Of course only about half of the leaders are outsiders. Many powerful locals originally founded the council, and these generation-old aristocracy rule by right. Still, almost none stretch back more than three or four generations, as when a family's fortunes decline there's always an ambitious Kâdoci waiting in the wings to seize his rule.

Social Geography

Sparsely settled and isolated, Kâdoc is thought of as a dangerous, volatile land of robbers and liars by many of its neighbours, and while its loose legal system and leagues of untouched forest do make it a bolt-hole for some of the less pleasant denizens of both the Southlands and the Basin, it would do the land more justice to call it an insular backwater than a nation of thieves and killers. Sitting, as it does, on the border of three of the great regions of the west: namely Haedrasia, the Southlands, and the Inner Sea Basin, Kâdoc could be a centre of trade and culture, but so overshadowed is it by its neighbours, and the growing tension between the nations of the north and those under the sway of the guilds, that it has become forgotten. The folk here live in small settlements, seldom with populations of more than a couple of thousand, and remain largely self-sufficient. Enough trade heading north and south comes through here (though far less than there should be) that they have access to outside goods, but with barter and communal living being the norm here they seldom have the right goods to trade for what these caravans carry, leaving them with the cast-offs and road-damaged goods.

Faith and Worship

The Red Tabernacle of Elis dominates the faith of Kâdoc almost exclusively, and though it is head-quartered in far to the south in Kasharyk, it has not found success anywhere else like it has in Kâdoc. Perhaps it is the grim aspect of the people of Kadoc, or their dependence on the seasons and weather in their lands of little trade, or the morbid and secret depths of the forests so close at hand. Whatever the cause, nowhere else is the Red Tabernacle so fervently and wholly embraced as here. As with all bastions of the faith of Elis, priests teach the importance of cycle and of balance, but the Red Tabernacle in particular has an obsession with death, and as such many foreigners find that the Kadoci seem all the more sinister. When a relative, any relative, dies, it is customary for women to wear mourning attire for a whole season. When an immediate relative dies the men and women wear morning attire for an entire year, and adorn their doors with funerary wreaths. When a spouse or child is lost, men must observe funerary attire for no less than three years, but women must do so for the rest of their lives! As such, most of a Kadoci settlement is in a state of morning at any given time, giving their villages a sombre, melancholic atmosphere. Still, the devotees of the Red Tabernacle mourn loss, but they also celebrate death as an achievement - completion of a cycle. And to see a parent celebrate the natural death of a child, while still lamenting the loss of their companionship, seems perverse to many outsiders.

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5145 KS Present Day.


Folk of Kâdoc

The people of Kâdoc are mostly pure-blood descendants of the tribeless landsmen who first settled this region. The woods of Kadoc hold no appeal to the Haedrasians, and the Irians who infiltrated the south never penetrated this far north - though their culture and language came here and beyond. Thus Kâdoc, like Vledos and Pelos, has remained sheltered, and its people have grown distinctive over time. They are a tall, wild haired, dark eyed lot. Secretive, mistrustful, and prickly they are not welcoming to outsiders, and their veiled glares and sidelong glances make visitors feel quickly uncomfortable. They hate the mhulak of Bethamzthac, and the hobgoblyns of the Taurvann, they fear the Haedrasians, and so none of these races find welcome or safety in the borders of Kâdoc. The folk here specialize in closing ranks against outsiders, and when a traveller who has made himself especially visible or offensive disappears in the night, no one ever saw or heard anything. Accepting of Goblyns and Irians, neither of these peoples has much of a presence in Kâdoc, but as travellers they find a better welcome than those the folk of Kâdoc call foes, and while they will not be embraced warmly, they need not guard every word and action they make in this guarded land.


Initially the language of Kâdoc was the Low Iri that swept the Kelorn lands in the wake of wave after wave of Irian settlers in the latter days of the Irian Empire, but because the Irians never ventured this far north, the native people of Kadoc, and other northerly nations, butchered many pronunciations, and borrowed many words from Bosk, Kena'ku and Khal Mhul, making a harsh consonanted chimera. Where Arum and Sanday are flowing, poetic versions of the Irian mother-tongue, Kâdoci sounds hard, and is more suited to raised voices and war cries than tenderness and poetry. Most find that they are conversant in many similar tongues, whose roots lie in the Low Iri, but many locals have a smattering of Bosk for when this fails, and Haedar isn't uncommon along the north-western borders.

Flora and Fauna

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Notable Individuals

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Social Etiquette and Customs

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The greasy, green limestone that underlies the northern plains makes a readily available and sturdy building material, that gives Kâdoc's settlements a dark, brooding presence.

Diet and Eating Customs

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Fashion and Dress

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Religion and Philosophy

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Transportation and Communication

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Common Pass Times

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Political System

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Legal System and Enforcement

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Architecture and Construction

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Daily Living

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Major Industry

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Major Export and Import

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Today In Kâdoc…

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The Sprawling Southlands and the Western Kingdoms
Esterfel Sandour, Irak, Newhone, Kipir, Talrat, Verca, Lebros, Kadar, Zulgar, Qilkur, Maradahl, Azakay, Lamorand, Sipra, Eyat, Usuk, Alare, Zeytin, Braymen Plains
Saldania Ilmarrow, Doraim, Vledos, Kasharyk, Kadoc, Pelos, Bethamzthac, Balica, Karsuk
The Divide Arumthar, The Taurvann
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Director's Miscellany Amenities, Gear, Prices, Professions, Random Encounters, Sample Characters, Series Loglines, Small Settlement Generator, Supporting Cast Generator