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The Seven Kingdoms

Kaffir
The city of sandstone. Kaffir is the first of the Seven Kingdoms and lies abreast the great river. Kaffir is the preeminent image when one envisions the lands of Infidia as artists and poets from all across Orr have painted pictures and woven words of its beauty and austerity. Kaffir is where the Sultans of the Seven Kingdoms host the rulers of other nations, it is where contracts and treaties are signed and where distinguished guests are brought to enjoy every imaginable luxury. Kaffir is the ivory mask of the Sultans hiding the dark disfigurations of the Seven Kingdoms at the hands of the lords who lie below.   Mahrune-Bhora
Among the tangle of jungle surrounding the great river lies the kingdom of Mahrune-Bhora. It is a secluded city guarded by fierce predators, ghastly spirits and natural traps; making it nearly inaccessible without a guide. Mahrune-Bora is renowned for its medicines and alchemical ingredients derived from the rare flora and fauna found in the surrounding forests and swamps. Most treasured of the forest’s gifts is the Yhormora-flower, a key ingredient for the drug, Hexxus. “Hex” is a synthesized powder often combined with sweet-cocoa and wrapped in sultan-leaf that is placed in the mouth and allowed to be absorbed over the course of many hours. The kingdom of Mahrune-Bhora relies on the export of this drug for the majority of their obscene wealth but the Yhormora-flower is a delicate crop to yield and thus regular expeditions are made into the jungle to relive the remaining natives of what they may possess. Before the rise of the Sultans and before the conquering of Infidia by the lords who lie below, the jungles belonged to a number of sentient races and the Yhormora-flower was held sacred among all of them for its healing properties. This thievery and defilement has been the root of endless fighting among the jungle denizens and the Sultan’s kingdom.   Fehra
The great crossroad. Fehra is where all the roads of the desert eventually lead. It is the trading empire of the continent. It is said that every mortal want is for sale among the high markets and bazaars if you’re willing to pay the price. Fehra is renowned for its courtesan warriors, its armies and its Sultan have remained strictly female since the rise of the Seven Kingdoms. Men are required to sleep outside the kingdom walls after nightfall and any found trespassing before the light of day are put to death without trial. The women of Fehra are said to never age and remain ever-beautiful and thus only they may hold titles of nobility or own property and conduct business within the city.   Yunshairat
Carved from the red stone of the Lion’s Eye Mountains, Yunshairat is a fortress city whose battlements nearly touch the sky. It is from this rock that all the precious metals and gemstones, the very wealth of Infidia, are mined and it is here that the battalions of airships and the armies of the Seven Kingdoms jealously guard. Yunshairat is so high above the world that one can sky-sail from its peaks to any corner of the continent and thus Yunshairat’s only neighbors are the many conclaves of Tengu who have lived among the summits since before the coming of the Sultans. These aven-winged warriors and monks have bitterly resisted the encroachment of the Seven Kingdoms upon their sacred peaks and have proven to be a competent adversary even in face of superior numbers and the advent of Drin airships and weaponry.   Kharj
Towards the center of the continent of Infidia lies the Black Well, a massive canyon and cave so large that it hosts its own underground jungle and ecosystem and within this secluded underworld lies the kingdom of Kharj. This Sultan city rests upon the precipice of the Abyss itself and is considered the most sacred of the Seven Kingdoms for it is said that here was made the dark pleas to the lords who lie below, the demons and devils who gave the Sultans strength to claim Infidia. Kharj is home to the order of assassins known as the Thirteenth Rib, their name implying their role as protectors of the Seven Kingdoms and the Sultan’s who rule them. If a Sultan is killed under the assassin’s protection, they and their entire bloodline are offered as sacrifices to the lords who lie below. Kharj also serves as a gateway to the Underdark and the denizens who dwell within it.   Samur-Shadel
The city of slaves. Samur-Shadel lies upon the western coast of Infidia and hosts the legions of the Iron Halo and its armada of ships. It is from here that these merciless marauders sail out across the Sea of Mithris, taking captives and sowing misery upon their sister continent of Oerth. Samur-Shadel also professes the largest temple of demonic sacrifice, the Mosque of Mortal Salt. Slave masters from all seven kingdoms often make donations of their serfs during the feast days and Eclipses of their demonic patrons and it is not uncommon for the roads leading to the Mosque to be awash with blood during these dark festivals.   Balikur
Upon the southwestern coast of Infidia lies the kingdom of Balikur which also claims many of the offshore islands and roaming dragon-turtle settlements beyond its coast. The ports of Balikur are said to be some of the most dangerous in all of Orr. Pirates from both Infidia and Oerth drop their anchors in the harbors of Balikur, paying a small tribute of their treasure and goods to the Sultan of the kingdom in exchange for protection from the world’s armies and bounty hunters. Balikur is a lawless realm held in check by a hierarchy of thieves’ guilds and pirate treaties. Of the Seven Kingdoms, Balikur holds the least power and sway among the Infidian Sultans and in fact Balikur has several times in its long history been sacked and destroyed by the armies of Infidia and Drin, its Sultan removed and replaced only for it to be rebuilt by the next high-tide. It is said that revelry and rebellion are the kingdom’s only constant.


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