"As strong as the pine trees, as hard as the northern
wind, as far in wanderings as the wolf, and as true as North are the men of Kitar."
|Proper Name||The Imperial Protectorate of Kitar|
|Ruler||His Most Magnificent Nobility, Lord of the Snowy Timber, Scourge of the Ogrish Lands, Guardian of the Great Rukemian Empire, Keeper of the King's Relics, King Davillon Arkain, the Unyielding|
|Population Density||18 people per square kilometer
(46 people per square mile)
|Demographics||Human 63%, Elven 11%, Ogre 10%, Dwarven 8%, Borrellian 5%, Orc 3%|
|Languages||Rukemian 85%, Northern 15%|
|Capital City||Myranor (Population: 47,600)|
|National Colors||Blue, gray and green.|
|Natural Resources and Manufactured Goods||Lumber (especially ironwood), ships, wheat, fish and other seafood, apples, grapes, bitter berries, crullen berries, zellan fruit, cattle, fur|
|Allies||Rukemia, War Vale, Normidia|
|Technology Level||Middle Ages|
|Other Religion||Assytia, Barrinor|
|Total Land Area||226,800 square kilometers
(87,570 square miles)
|Terrain||Forested hills, grasslands, light forest|
This proud nation is the northern province of the Rukemian Empire. The citizenry of Kitar is mostly hunters, woodsmen and craftsmen.
Kitar is heavily forested and takes advantage of this with a population of woodsmen and numerous mills. The Snowy Timber constitutes the bulk of the woods with many smaller forests in the east hills. Central Kitar is devoted to timber while farming and fishing make up the economies along the coast. Kitar is bordered on the east and north by the Sea of Storms and on the south and west by the Krothian hills which are the foothills of the southern Ice Rock Mountains. It is within the Krothian hills that most border skirmishes between Kitar and Duthelm occur. Kitar has a pleasant climate except for its very cold winters.
Wolves, bears, deer and elk are all native to this region. It is not uncommon to see a burrow hound with a group of orcs or even a dragon hound fly overhead. Most of the forests in northern Kitar are mixed or coniferous forests. Bitterberries are the only healing herb in this kingdom of any significance. Packs of wolves roam the Snowy Timber and anger shepherds.
After the dissolution of the Thullian Empire following the Great War, the forested region of the northern was home to woodsmen, rangers and many small towns and villages - fragments from the northern empire. When the king of Rukemia was overthrown in 1456 CY and the Rukemian Empire formed, there followed a flurry of activity in the northern towns. Many meetings were held in town halls as fears over imperial tyranny were aired. As if prophesized, imperial troops did come. However, the northerners were ready. Militias were gathered and they were led by the greatest hero of the region, a hunter named Ballok. Well known for his mane of wild red hair and ferocity in battle, many choose to follow him. Ballok engaged the imperial soldiers in the forests that he and the other hunters and woodsmen knew well. By using terrain and devious tactics, several battles won and the imperial advance was halted. Ballok was killed in the final skirmish but his fame had spread wide. Even in modern times, woodsmen will utter an oath in Ballok's name.
Things were quiet for over a hundred years and the northern villages enjoyed a time of peace. Then, in 1758 CY, the Empire annexed Ormek, an independent kingdom to the far south. Fearing the same may happen to them, the woodsmen, rangers and mountain men of the north declared themselves an independent nation, Kitar. One woodsman, by the name of Bael Arkain, who was popular with the commoners, was placed on the throne. Over the next three decades, the Empire continued to grow and expand its territory. Through these years, border clashes had continued and escalated between the empire and Kitar. King Arkain proved to be a just king and ruled wisely during the young nation's formative years. However, he feared that his small nation would not stand long against the growing strength of the Rukemian empire. In the year 1824 CY, the aging king's son, Prince Verris Arkain , followed an ancient map to ruins in the Ice Rock Mountains and recovered three artifacts from the time of the Great War - a ring, a scepter and a crown. With these three items, an ancient book was also found. The King's Magus spent months studying the strange glyphs within the text and the mysterious energies of the ensorcelled relics. Eventually, he was able to decipher the aura of the three artifacts and learned that they must "serve one of royal blood". The ancient book described a ritual, which, when performed, would unite the artifacts with a royal master and activate their powers. The King's dying command was that the the ritual be performed upon Prince Verris. That very night, the King died and the Prince ascended to the throne. The ritual was performed and the glory of these three artifacts was revealed. The King's Relics, as they were named, were powerful indeed and they helped turn the tide of the war with the Empire. A truce with the Empire was won and the Treaty of 1826 was signed were in Kitar would remain a separate nation but would be unite with the Empire and apply certain imperial laws and pay imperial taxes. In exchange, Kitar would receive military and economic benefits from the Empire. This arrangement has proven fruitful for both sides and today Kitar is the most stable of the four "subordinate" nations ruled by the Rukemian Empire.
Kitar is a pure monarchy which is ruled by a king and aided by a council of representatives from various areas of the kingdom. Kitar receives a measure of financial and military assistance from Rukemia. Because of this, the King of Kitar answers directly to the Emperor of Rukemia.
The government of Kitar is focused on three powerfully enchanted artifacts of Kitaran history: The Crown of Wisdom, the Scepter of Might and the Ring of Truth. These three items are imbued with great magical energies and grant enormous power to the King. Each item attunes itself to the King when first claimed which occurs in an elaborate ceremony marking the ascension of a new King. The Crown, Sceptre and Ring of Kitar are given with the title of King. They have been passed down from father to son in the ruling line for seventeen generations.
Fair and of moderate leniency. Royally appointed judges hold court and mete out punishment. Slavery is tolerated in Kitar, but only due to pressure from Rukemia. Slavery and association with slave lords is discouraged by most of the public.
The Kitaran Standing Army
Kitar has a strong, full time military force which patrols the kingdom and coast. The majority of these soldiers are housed in small garrisons at every city and town in Kitar. The Kitaran Army also operates a number of the King's Ships. There is no distinction between the land and naval forces. There are only Kitaran soldiers and they are expected to protect Kitar on land and sea.
The Border Watch
In addition to the Kitaran standing army, the lands of Kitar are protected by specialized military force called the Border Watchmen. The Watchmen are 200 lightly armed and armored mounted soldiers who ride fast horses. Their greatest strength is speed and mobility. It is this force that patrols the Duthelm Border and relays messages back to Myranor.
Monthly market day festival is a tradition of Myranor which dates back to its founding. Much trade with the north exists. Resources include fur, lumber, herbs, mercenaries and more. The sea also provides a great variety of resources.
Kitar has the feel of a frontier. Hardy woodsmen, trackers, adventurers and wilderness guides populate the taverns and towns. Kitar is mostly a human nation. However, ogres, grum and dwarves are also common. It is not unusual to see borrellian traders on market day either.
Kitar has few wizards, no great centers of learning and certainly no schools of magic. Magic is a bit more rare here as most folk or farmers, woodsmen or craftsmen. What little magic is here is passed down from master to apprentice.
Storm Bay of Kitar
|Timber Point||18,100||A logging town of about 75 log building. Timber Point sits at a high altitude and has wonderful vistas of the surrounding land. Mayor is a man named Kassim. Timber Point is often fortified during times of conflict with Duthelm. Log palisades are erected, extra troops are stationed here and the town becomes a key staging point for patrols and raids.|
|Old Castle||12,300||This town is built almost on top of the ruins of a Pre-Sundering imperial fort. The mayor of Old Castle is Jenon Morgain.|
|Foreston||9,500||Another logging town built deep in the forest at ground level. A number of logging camps sit nearby. Foreston serves as supply depot and recreation center for the loggers. The mayor of Foreston is named Carabas.|
|Trail's End||6,700||This town is named so because the man that founded it did so after a very long journey from the northwest. His name and the purpose of his journey are lost to history. The current reigning mayor of Trail's End, a man named Gilthen, claims to be a descendent of the founder.|
|Waterford||4,600||The main road from the Imperial capital city of Aridorn to Myranor crosses the Wild River at this location. The mayor of Waterford is Corofen.|
|Stormy Port||3,200||This naval port is the western most town in Kitar and maintains a strong garrison here as it must keep a vigilant eye on Duthelm. A small shipyard produces Kitar's fleet. The mayor is Bulvye.|
Birdan, Delaine, Durdan, Ferran, Fort Bohl, Fort Hain, Fort on the Hill, Graubun, Hendin, Huebner, Janagar, Kolmar, Kruger, Lark Meadow, Luthera, Old Tavern, Retreat, Stonehaven, Stormkeep, War Grove
This website was last updated December 1, 2013. Copyright 1990-2013 David M. Roomes.