The World Of Khoras - Civilization - Nations

"There is no town, no village, no valley, no port within the region known as the Coalition where good and honorable citizens may feel safe. By all accounts, this vast and terrible domain is home only to bandits, thieves, corsairs and the other dregs of society."
-Captain Jonathon Sturic of Garrison

Proper Name The Coalition
Ruler No central ruler. (See below).
Estimated Population 12,800,000
Demographics Human 25%, Ogre 20%, Orc 20%, Saurian 20%, Skrell 6%, Goblin 4%, Dwarven 4%, Grum 1%
Adjectival/Demonym Coalition/Coalitioners
Languages Southern 30%, Drakkellin 20%, Ogrish 10%, Orcish 10%, Goblin 10%, Sauric 10%, Baenese 5%, Rukemian 5%
Capital City Tyrrenkor (Population: 151,500)
National Colors Black and grey.
Year Founded 2366
Currency All currencies accepted. Much trade and barter.
Natural Resources Copper, iron ore, ebony granite, lead, clay, sand, coal, cotton, cattle, salt, spices, olives, citrus fruits, precious stones.
Manufactured Goods and Major Exports Foodstuffs, wine, tobacco, salted beef, citrus fruits, metal goods, pottery, textiles, jewelry.
Wealth Average
Government Type Ochlocracy
Government Stability Unstable - minor friction between ruling groups
Allies Various groups in the Pirate Isles
Enemies Garrison, Mercia, Ormek, War Vale, Rukemia, Drakkellian Alliance
Technology Level Middle Ages
Primary Religion Karenia
Other Religions The Three Fates, Drenmoragin, Daramis, Kael, Agethos, Magrizath, Belhelizar
Climate Temperate to Tropical
Approximate Land Area 4,000,000 square kilometers
Arable Land 9%
Terrain Mountainous


The Coalition is an unorganized collection of several diverse peoples, coastal villages, mountain folk, several bandit groups and a few fragments of military groups loosely collected under one banner. It is more than twice the size of Duthelm, but its somewhat fragmented political structure and lack of military organization make it slow to react to outside political events and less likely to initiate war against the good realms of Ithria. This in no way minimizes the danger that the Coalition represents. The Coalition is a dark realm where many fear to travel. It is a land filled with warlords and mercenary companies that often fight amongst each other. Petty wars erupt and are quenched almost monthly.

Seven main groups form the bulk of the Coalition. They are:

  1. The Brotherhood of the Serpent Tongue - A huge group of militias, mercanries, bandits, hunters and woodsmen including ogres, humans, saurians, orcs and goblins. This group serves as the "wilderness militia" of the Coalition and guards the borders and patrols the realm. Members fork their tongues as a sign of devotion to the group.
  2. The Chosen - A mysterious group of beings that appear human, but whom legends name vampires. These reclusive creatures are said to be immortal and feast on the souls of the living.
  3. The Church of Karenia - A major church which oversees a large crime cartel. The church has a network of spies and a faction of assassins.
  4. Peil's Thunder - A large and well organized mercenary company which serves as the bulk of the Coalition military. Consists of over 20,000 soldiers which are mostly human, ogre and orc.
  5. The Order of the Vile - A group of alchemists, herbalists, wizards, sages and craftsmen.
  6. The Selari Knights - A small, but powerful group of unholy priest/knights that use steel and spell to bend others to their whim.
  7. The League of Stone and Steel - A powerful guild of craftsmen, smiths, masons and miners.

The Goblin Kingdom

Within Coalition territory, on the east shore just south of the Barakose Swamp, there is a huge concentration of goblins that have formed a rudimentary civilization. Here, thousands of goblins dwell in a large gathering of semi-permanent structures and caves. This place is called the Goblin Kingdom. Ruling over this tiny kingdom is an abnormally large and strong specimen who claims the title "The Goblin King" and rules from a ruined keep. The Goblin King and his minions are allied with the forces of the Coalition, but do not hold a seat on the Council of Seven. Rumors claim that the Goblin King is a giant of the goblin race and an aberrant as well. He may have telepathic and magical abilities, if rumors are to be believed.


The Coalition is spread throughout two large mountainous peninsulas in southern Ithria. It is bordered on the north by the Baen desert and on all sides by the Wild Sea. Much of the Coalition is very mountainous and difficult to traverse. The Coalition ranges from temperate in the north highlands to lush and tropical at the southern tips. The Coalition is bordered on the northeast and northwest by two wetlands, both of which lie in rain shadows against the Sentinel Mountains. The Stench Bog collects the runoff from the western hills of the Sentinel Mountains while the huge Barakose Swamp drains all the eastern regions. There are some 47 volcanoes scattered throughout the Sentinel Mountains, especially along the eastern arm. A number of the islands in the region are volcanic as well. Many of these volcanoes are active.

The Great River Valley

Almost half of the population lives in the huge river valley between the two mountain ranges. Most of the arable land in the Coalition can be found along the banks of the Blood River and much farmland can be found along the river. The closer to the mouth of the river, the more populated it becomes until one finally comes to Tyrrenkor, the great capital city at the mouth of the river. Heavily laden river barges carry people, goods and foods up and down the river, to and from Tyrrenkor. The river valley experiences hot dry summers and cool, rainy winters with seasonal storms.

The Coasts

The coasts of the two great peninsulas are narrow grasslands bordered by the sea on one side and foothills on the other. These narrow grasslands are home to many orchards and small village gardens. Most of the farming on the coasts is done on terraced farms in the foothills of the mountains. The coastal villages also fish the surrounding seas. Seafood is a major part of the diet in these areas. The coastlines enjoy cool, rainy winters but endure hot, humid summers.

The Mountains
The interior mountains and forests are sparsely populated. Most of the villages here are mining towns that trade with other regions. Goods and food are brought in by traders and caravans. Many here also support themselves by hunting and gathering. Trappers, furriers and other woodsmen are common. The interior mountain ranges are dry with large swings in seasonal temperatures. Snow storms are common in the winter.

Notable Fauna and Flora

Because of its large size, varied terrain and extensive coastline, the Coalition contains numerous ecosystems and a wide variety of plants and animals. Sheep is the most common herd animal and is used for wool and meat. Lamb meat is a staple of the diet here and forms the basis for many meals. Cattle are raised for beef and milk.

A variety of fish are harvested in coastal villages including black razor fins and sunfish. Myrtaks and erriku can be found on the coast and in the waters surrounding this land. Both the Stench Bog and the Barakose Swamp boast ebrin, dungflies, bore worms, red asps and even the rare gumric. In the dry interior of the nation, one can encounter brush hawks, small herds of llamas, roving packs of burrow hounds and sentinel scorpions. Dragon hounds are native to this region. They have been domesticated for use as hunting dogs and war dogs by the Coalition, but wild packs of dragon hounds can still be found deep in the mountains.

The Coalition is home to a wide variety of plants. Wheat and barley are the two main bulk grains that support the diet and cuisine of the natives of the Coalition. Olives and tomatoes are very common and also influence the cuisine here. Most dishes are adorned with olives or tomato sauce. Olive oil is very common and used in cooking.

Several dangerous plants grow in the Coalition including death blossoms, death grip trees, and tuskweed. In the north desert regions, shadebloom can be found. Bloodroot and other healing herbs grow in the Coalition as well. Cork trees are common in the warmer, southern regions.


The Sentinel Mountains were nothing but a war-torn, ravaged area after the Great War having been the eastern third of the Traxx Legion and an area of heavy fighting. When the Traxx Legion broke up, it disintegrated into dozens of smaller groups. Many of these scattered groups and individuals lived in the mountains... renegades, survivors, criminals all found safety and solace among the rugged peaks. Eventually, seven major groups formed from these people. For centuries, these groups fought with each other. Finally, in the summer of 2366, these seven gathered on the battle field in a ceremony of peace and united into a single nation - the Coalition. For the past four centuries, these seven groups have managed to maintain a precarious balance of power. No single group is powerful enough to lead the others and all depend on each other to survive. While these seven groups meet in council, make policies and attempt to hold a proper court, the Coalition, to this day, lacks true leadership. It is the primary reason why this large and powerful nation has not been successful in expanding its territory.


The Coalition government consists of a council of representatives. Each of the seven groups is represented in the council by one to three members (depending on the size and strength of the group). Despite this, the council is known as the Council of Seven, referring to the seven groups. The Council varies in size from year to year, but is usually between 12 and 24 members. This Council votes on all matters pertaining to the state.

A representative from the Goblin Kingdom also sits on this council, but not as an active member. Three is talk of the Goblin Kingdom joining the Coalition as an official member.

Legal System

There is no true legal system within the Coalition. Due to the divided nature of the Coalition, each group maintains its own laws. Few laws apply to all Coalition groups. But perceived violation of laws, whether actual or falsified, brings swift and harsh punishment. Innocents are often thrown into dungeon cells and left to rot. As in the city of Asylum, justice belongs to the strong.


Various bandit groups and mercenary companies operate from and within the Coalition, but only two organized military forces exist. The Brotherhood of the Serpent Tongue is a full time military group with pseudo religious undertones. This group patrols the Sentinel Mountains and raids the surrounding territories. Peil's Thunder serves as the backbone of Coalition military might and conducts warfare, internal security, intelligence operations and patrols the sea.


Due to a lack of good good arable for farming, Coalition struggles to feed its population. What little arable land exists is worked by small farm communities. These small villages band together for protection or hire out mercenaries to protect them. Some of the larger mercenary companies maintain farms to provide themselves with food and protect that land themselves.

Most communities stick to the coastline where fruits and other foods grow. Fishing supplements the diet here as well. Generally, it is safer and more civilized on the coasts. Most trade is conducted in these coastal communities. The further inland one travels, the more dangerous and lawless the lands become.

The Coalition does produce and export some goods. The region is rich in metal ores and minerals. Extensive mining operations can be found throughout the country and most people can find work in the mines. Metalsmiths craft weapons and armor which are sold locally or exported. Orichcalcum is found in small deposits in the southeastern region and is mined by the villages near the town of Draetor. This valuable mineral contributes to the economy.

The Order of the Vile does a brisk business brewing potions, elixirs, poisons and antidotes from the abundant and exotic plant life found here.

Finally, a great deal of stolen goods ends up in the Coalition. The Coalition is a huge country with many buyers and few laws. It is easy to fence just about anything here. 


The Coalition is a melting pot of races, especially the warlike lesser races. Ogre, orcs, saurians and humans constitute the bulk of the population. Goblins are common especially in the east. Tribes of scrub rats can be found in the hills and arid wastelands of the interior. Skrell are often employed (or enslaved) to help work the mines below. The occasional troll is captured and enslaved and put to work, often in the military. It is not unusual to find a sayune caravan trundling along the dusty roads here or to see a sea gypsy ship docked at one of the port towns.

The heart of the population is Tyrrenkor. This large city is colorful, crowded and very active. It is a dangerous city where most people carry a blade and know how to use it. The general attitude here is "mind your own business". And everyone here has business to attend here. Most people are here to sell a cargo, buy a slave or look for work.


Magic is respected as a tool and a weapon. Tyrrenkor is a port city where people from all over come to mingle and do business. As such, it sees wizards, sorcerers, alchemists and shamans from many lands. There are several small wizards' guilds and schools here and no laws restricting magic.

Common Names

Male Names

Akandro, Bogdan, Caliban, Dragar, Gorgo, Kazar, Luchyen, Moran, Roma, Stefan, Targan, Vandro, Xandar

Female Names

Anamara, Butrella, Celinda, Darcia, Emalya, Helyna, Madlyn, Nadia, Rissa, Sofia

Notable Noble Family Names

Angelov, Dobrev, Grigorov, Ivanov, Kirilov, Nikilov, Petrova, Radelov, Stoya, Todorov, Vasilov


Lamb meat and mutton form the basis of many meals. Although cattle is raised in the Coalition, beef is less common. Olives and tomatoes are grown in great quantities and influence the cuisine of the Coalition greatly. Most dishes are cooked in olive oil and involve sun dried tomatoes or tomato sauce. Many dishes are adorned with sliced olives.

Wheat and barley are the two most common grains grown. These are used to produce kebrins... flat, unleavened round disks of bread which are usually eaten with butter or jam.

Kulfa is a dish which involves a local tuber, boiled and then mashed into a thick grey paste. It has a sour flavor so it is often flavored or spiced. it is often served as a side dish.

Sravi is a a common dish that involves a mix of boiled corn, tomatoes, potatoes, minced lamb meat (and sometimes cheese) wrapped in a soft breading and baked. Typically four of these tube shaped pastries make a meal. They are often topped with a sauce and garnished with herbs.

On the coast, sunfish and rock crab are the most common catches and are worked into dozens of recipes.


Name Population Notes
Drake's Town 71,400 Drake's Town is named for the warlord and tyrant who rules here with an iron fist. Despite the name, this is a full fledged mountain city. Drake is loyal to the Selari Knights and is a Death Knight himself. The Selair Knights occasionally have small gatherings here. Drake's Town rules over dozens of small mining towns in the region and is a smelting and processing center for the raw ore. Numerous smiths work the metal and the town produces weapons and armor for the Coalition.
Murron's Pass 64,700 A small community situated at the only good pass through the Sentinel Mountains between Garrison and Tyrrenkor. The self-proclaimed mayor of this town, Murron the Third, is the grandson of the original Murron the First who founded the town. Murron III is loyal to the council and the Coalition. Murron's Pass is the staging point for all military raids against Garrison.
Broken Bridge 58,900 The Old Swamp Road is a dirt and rubble road that leads from Tyrrenkor to the great Barakose Swamp. High in the mountains, this road goes through a pass which spans a great chasm. Once, long ago, a massive stone bridge spanned this abyss. But no longer. Now, only the crumbling ruins of the ends of the bridge remain. At this ancient place there is a city named after the bridge. The officials of this city have erected a large wooden bridge next to the ruined stone one to cross the chasm and connect the road. Even so, city officials are slowly rebuilding the stone wonder, one block at a time.
Firefalls 41,100 The city of Firefalls is named for the active volcano within sight of it that frequently erupts and belches bright burning lava in great falls. This city is a ship building center and major naval port for the Coalition navy. It has a complicated relation with pirate ships in the Pirate Isles. Some pirates are financially sponsored by the Coalition as privateers. So, it is not unusual to see the occasional pirate ship in port at Firefalls for repairs. However, Coalition naval ships stationed at Firefalls conduct patrols in the south sea hunting non-sanctioned pirates and protecting Coalition merchant ships.
Darkport 39,400 This coastal city is an active trade port through which a lot of cargo (including pirate captured goods and illegal merchandise) passes through. Darkport is ruled by a warlord who is said to be a servant of the Chosen.
Draetor 27,500 Another coastal port. Like Firefalls and Darkport, Draetor is the homeport of several Coalition sponsored privateer ships. It operates a massive lighthuse as a navigation point for Coalition ships. There are deposits of orichalcum in this region. Several mining villages under the rule of Draetor mine orichalcum and sell it in Draetor. The quality orichcalcum here are inferior to the orichcalcum mined at the Citadel. Still, it is a valuable mineral and is used by wizards throughout the Coalition.
Prax 11,000 Prax is a small fishing town that maintains a massive lighthouse as a navigation point for Coalition ships.

Villages (Population less than 1,000)

Ason, Athulin, Bajodir, Bentbow, Brax, Crossroad, Darkhaven, Deadwood, Dorak, Evenrock, Felldowns, Gezir, Gisawara, Hurumat, Igua, Jastara, Karahasir, Keizer, Longlake, Mud Town, Newbridge, Onnigon, Prue's Path, Rayner, Redtree, Ridgebottom, Shukira, Thorn Valley, Tasihar, Watertown

Travel and Distance

The rugged Sentinel Mountains in the Coalition make this a very difficult region to traverse. A few roads manage to cut through the mountains and the coastal towns are connected by coastal roads. For more information, see the Travel and Distance page.

      Typical Travel Time
Route Terrain/Road Conditions Distance Walking Wagon/Cart Horse Ship
Tyrrenkor - Broken Bridge Dirt Road 391 km 17 days 13 days 8 days  
Tyrrenkor - Murron's Pass Dirt Road 660 km 28 days 21 days 12 days  
Tyrrenkor - Prax Dirt Road 697 km 30 days 23 days 13 days  
Tyrrenko - Darkport Dirt Road 544 km 23 days 18 days 10 days  
Murron's Pass - Garrison Dirt Road 552 km 24 days 18 days 11 days  
Prax - Firefalls Dirt Road 1,048 km 45 days 34 days 20 days  
Firefalls - Drake's Town Dirt Road 474 km 20 days 16 days 9 days  
Drake's Town - Garrison Dirt Road 1,244 km 53 days 40 days 23 days  
Darkport - Draetor Dirt Road 298 km 13 days 10 days 6 days  
Broken Bridge - the Goblin Kingdom Dirt Road 557 km 24 days 18 days 11 days  
Darkport - the Lair of Hellspit Mountains 295 km 40 days 57 days 11 days  
Prax - Draetor - by ship Sea 432 km       5 days
Prax - Darkport - by ship Sea 322 km       4 days
Firefalls - Draetor - by ship Sea 1,259 km       13 days


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