

The land is known as Dias-Domhan. Five kingdoms control the realm with an uneasy truce between them. Bickering and skirmishes break out among the different factions. Each kingdom considers themselves to be the best suited to rule the entire realm, yet for the past two hundred years, no one emerged to be a ruling power. Bands of mercenaries and bandits roam the open lands, but near each kingdom's populated areas the threat of violence diminishes.
Farriage: The easternmost kingdom is a sea-faring nation with a strong navy. They maintain a tight control on much of the eastern coast. Chains of islands exist to the north and south where pirates dominate. The Soitheach Family has ruled for the past three generations. Tonn Soitheach is the current king. The castle sets atop a seacliff and the town spreads out along the coastal area. (Think of an area that combines colonial Boston and the Neuschwanstein Castle in Germany.) The ships are all wind driven.
Sruth: The southernmost kingdom sits in the middle of a swamp where the I-onadd River meets the South Seas. The major crop is rice and cotton. Small communities are strung out among the many brackish waterways of the swamps. The Thit-uiscigh Family has just ascended to power by their oldest son (Lang) marrying the ruling Uaigh family's only child, a daughter (Dubhh). This castle sits on a high ground in a marsh. (Think of a combination of New Orleans and Charleston.)
The Carraig: This kingdom is due north of Sruth and due west of Farraige. It sits in a mountain valley, surrounded on three sides by low mountains. The fourth side leads on to the Cloigeann Oilean River (and this river flows into the I-onadd River). In the most mountainous and deeply forested realms of this kingdom dwell dwarves in the cavern systems while elves live in the deepest forests. However, they have minimal contact with the humans (more on this later). The Adhmad Family rules the land with an iron fist. Their knarls ride throughout the land extracting the king's taxes. Revolution is growing.
These are all background lands and only play a minor role The main Kingdom is where most of the stories should take place.
At the center of the Marcher Lands sits the Balla Castle is under the reign of the Cogadh Family. King Eerik and Queen Arien are young rulers. Eerik's father just recently died. As the oldest son, he was chosen to rule. His younger brothers are Vall (who believes he should have been chosen to rule), Ra-and (the only one who chose the path of magic), and Kooth (the youngest who likes to ride horses).
The castle sits on the Great North River at the Eas, a massive waterfall (think of Niagara Falls) which flows into Loch Anam. Four towns support the castle: The Fields (farming), Wizards (school and support to train in the use of magic), The Barracks (for training of the army) and Miners Shire (on the north side of the Great North River and in the foothills of the only east to west mountain range, the Dair Mountains. Beyond the Dairs lies a great waste land of forests and mountains. Within these lands live various magical creatures, the worst of which are the Spider Lords. These are large intellect spiders who have created web cities and hate humans. Mankind craves the silk from these spiders, and a few men and woman trade with the spiders. The way they deal with the spider's hatred of people is to bring them slaves of captured elves and dwarves. So the silk traders are also slavers. Some of the elf and dwarf slaves managed to escape and have comingled with the other dark races of these lands. They have formed into bands of brigands who raid upon the silk merchants caravans.
Magic is used in a way similar to science, following the magictific method of observation, hypothesis testing of various possible explanations of certain observable facts and prediction to validated theory. Thus, these investigative techniques allow for the acquiring of new knowledge and correcting or improving the existing body of magical knowledge. (Note: this magic is not intended for supernatural uses. Enchantments are used for supernatural intentions-good and bad.)
1. The dwarves use magic to allow them to dig caves, create underground cities and mine for raw materials.
2. The elves use magic to maintain the health of the kingdoms' various forests, fields, rivers, lakes and seas.
3. Humans use magic to enhance martial skills and weapons, to improve crop production, and to provide commercial products.












