The World Of Khoras - Civilization - Nations

"Research is the only path to knowledge."
- Saridian saying

Proper Name The Commonwealth of Saridia
Ruler Their Supreme Sagacities, Lord Chancellors of the Commonwealth, Parthang Iridius Sol Kunorak
Population 9,555,000
Demographics Saridian 80%, Human 12%, Vaullian 8% 
Adjectival/Demonym Saridian/Saridians
Languages Saradda 88%, Vaulsk 8%, Chaddi 4%
Capital City Kurebay (Population: 107,800)
National Colors Blue, white and grey
Year Founded 1749 CY
Currency Saridian credit vouchers.
Natural Resources Sandstone, shale, lead, iron, tin, timber, herbs, upine trees, oranges, bananas, other tropical flora, shellfish, fish, firelace, chavus beans and chavus
Manufactured Goods and Major Exports Quarried stone, shale oil, metal goods, timber, citrus fruits, seafood, firelace, chavus beans and chavus
Wealth Average.
Government Type Democracy
Government Stability Stable.
Allies Vaul, Chaddamar Theocracy
Enemies None
Technology Level Pre-Industrial
Primary Religion Aerism
Other Religions Vaullian Mysticism, Chaddamar, Trodule
Climate Tropical
Approximate Land Area 1,930,000 square kilometers
Arable Land 19%
Terrain Rain forest, wetlands, grasslands


Sarid is a virtual paradise. The heavily forested jungle regions are filled with colorful birds that nest in the forest canopy and fill the trees with song. Waterfalls and clear pools are surrounded by a vibrant array of tropical flora. Monkeys, snakes, lions and other predators prowl the forests.

The interior of Sarid consists of rolling grasslands, well-tended groves, fruit orchards, vineyards and a patchwork of fields. Sarid has a good system of paved roads connecting all major towns and the capital city of Kurebay.

The homeland of the Saridians is a country focused on cultural, social and technological development. Hundreds of guilds compete in a fast moving, cut throat environment. Businesses battle amidst government laws and craftsmen compete for prizes.


Sarid is an subtropical region broken up into large savanah grasslands, thick rainforests, rice fields, hilly regions and treacherous badlands. To the north, the land rises into the hilly Sucorro Badlands, a rough terrain of volcanic peaks and treacherous gulleys. Travel through that region is slow and difficult. To the east lies the great Sitharek Rainforest which is rich with flora and fauna. To the west lies the Elarum Woods, an immense forest. Each year, Sarid experiences a seasonal monsoon during the spring months which brings with it torrential rains and severe thunderstorms. They also experience an occasional "funnel storm" which involves a large rotating storm several miles across. Such funnel storms pack can last up to 3 days and pack very strong winds that can dismantle buildings that are not well built. Flooding in some regions is also common during the monsoon season.

Notable Fauna and Flora

Sarid, and especially the Sitharek Rainforest, are densely packed with life. Hundreds of plants and animals can be fond here, many unique to this region. The diverse animal life includes felchkin monkeys, tree slugs, leafy spiders, scythe lizards, lions, wild boar, vine snakes, wild dogs, mountain gorillas and several species of parrots. A particularly aggressive species of forest apes live in some of the larger islands off the coast. Elephants are common in the river valleys that wind through the Sitharek Rainforest.

Flora here includes eucalyptus trees, bamboo, fig trees, upine trees, curranger nuts, cloves, coconut, oranges, bananas, pineapple and other tropical fruits. Rice is an important crop and is the staple of the saridian diet. Vast rice fields dominate the central flatlands that lie between the Elarum Woods and the Sitharek Rainforest.


The lands of Sarid were once the favored province of the Great Kytohan Empire. When the Sundering hit, the region was rocked with floods and earthquakes. The province was utterly ravaged. The tattered remains of civilization withdrew into small towns and villages for protection. This region managed to avoid the endless battles, wars and roving bandits that that engulfed the western half of Aggradar.

As the Saridians developed over the next 1000 years, so too did their culture. The region has managed to remain remarkably peaceful in the intervening centuries. Peaceful relations have developed between the Vaullians and Saridians who both value knowledge and wisdom. Sarid has remained somewhat neutral toward the problems the swept through the Shidaran peninsula.


The Commonwealth of Saridia is ruled by a senate in which various political guilds compete in a complex voting system on issues of the day. This large ruling body is known as the Senate of Thought. It consists of 240 members and is ruled by Parthang Iridius Sol Kunorak, Speaker of the Senate. The High Magistrate and Council of Courts represents the largest legal faction that participates in the senate. The Council of Elders, a respected organization of the eldest saridians in the nation, forms another political body. Other groups are the Council of Ages, the Guild Collective, the Naval Consortium, the Agrarian Confederation, the Brotherhood of Craftsmen, the Tax Committee, the Council of Elders and a dozen other groups. Most of these groups are made up of subcommittees and subcouncils. Typically, each layer must reach consensus among their own ranks before casting its vote in their ruling council - the next level up - via representative. These groups within groups are interwoven in a dizzying ballet of rules, laws, tariffs, power struggles and compromises. Overall, saridian politicals are highly complex and very difficult for non-saridians to follow.

Legal System

A series of lesser courts and greater courts try criminial cases throughout Sarid. Legal guilds defend those accused of a crime and other legal guilds are hired by those wronged to seek justice. Such legal guilds compete for their customers and battle each other in legal wars in the courts. The legal system is ruled over by the High Magistrate who


There is no central saridian military. Rather, there are dozens of different mercenary groups that are hired for military purposes. Villages, towns and even the capital city of Kurebay contract out all their military needs to independent mercenary groups. These groups act very much like the guilds that run the rest of the business world. They are, in effect, businesses off a service. Kurebay has a standing contract with a 700 man mercenary guild, that is currently providing law enforcement with the main city. Most of these mercenary companies have fought together in various conflicts and there is usually a good-natured rivalry between different companies.


Sarid has a booming economy due to rapid trade and technology progress. All trade in the nation is conducted between guilds. Most businesses, groups and organizations function as guilds. That is, members of like status and skills unite under leadership, pool resources, produce services and accept payment as a team. These guilds form the backbone of Sarid's economy and culture..


Saridian heraldry is very complex. Usually related to the various guild houses. Many different variations on the core heraldic device. Some variations include - Guild Ship, Guild Mercenary, The Merging of two guilds, etc.

The saridians greet each other by bowing low at the waist.

Hapraxi - Saridian Logic Game

Hapraxi is a fast-paced game of tactics, logic and mathematical skill. It is played with a set of 128 plaques. Each plaque has a glyph on each side for a total of 256 glyphs. These glyphs are unique to the game and are all mathematical in nature. Hapraxi plaques are usually made of wood or metal, but decorative ones may be of marble, ivory, gold or other precious materials. Players take turns drawing playing and rearranging the plaques between them in dizzying puzzles of math which constitute a war of logic. The two opponents play plaques off each other and score points based on the equations and formulae they are able to assemble. Numerical assaults, parries, blocks and defenses and deployed and sacrificed in ever complex patterns. Because of the frantic pace of the play, it is a spectator sport and betting often takes place at these social events. It is possible for more than two players to play, but the complexity level of the game increases exponentially as more people join in. Realistically, the limit is six players. Any more than six and the game becomes too complex, even for saridians. Also, too many players tends to slow down the pace and saridians like a fast paced game of Hapraxi. Hapraxi has one true form, but there are dozens of variations of the game and oft times "house rules" are discussed before a match.


Saridians love magic and are better than many races at it. Saridian mages tend to tinker with spells and study the intricacies of magic. There are several good magic schools and several well known saridian wizards.

Important People of Sarid

Parthang Iridius Sol Kunorak

Parthang Kunorak is the Speaker of the Senate of Thought.

Miradus Ibali Faler Renyth

Miradus Ibali Faler Renyth is something of a celebrity inventor/artist. He owns a workshop which produces a number of inventions and works of art each year. He has 12 assistants that work with him in his shop. He blends art, craftsmenship, invention and architecture. His works command exorbitant prices.


A unique saridian that has one personality which is completely dominant of the other. The dominant personality is always awake and active. The other personality seems to be a magical prodigy. Both minds are connected and function almost as one mind. This gives him astonishing memory, remarkable focus, a vast intellect and an immense pool of raw magical talent. Choadric, perhaps to emphasis his unique nature, goes by only a single name. No individual first names, no family name. He is considered by most to be the most powerful wizard in Sarid.


Name Population Notes
Erisidar 57,400 Erisidar is a major farming community and oversees the vast rice fields that dominate the central flatlands of Sarid. It is often said that "Erisidar feeds Sarid". Erisidar is also a major trade town as it sits at the junction of two roads and two rivers. It is known for having numerous bridges spanning the rivers.
Idyana 41,000 Where the two rivers converge, they combine in a small lake and go over a large waterfall. This waterfall marks the highest navigable point for any vessel. The river up to this point is deep and navigable by large sea going ships. Upriver of this town the twin rivers are shallow and can only be ridden by rafts, barges and other shallow draft vessels. In any case, trade goods traveling by river need to bypass the watefall by wagon and be loaded on to a different vessel. Idyana has two parts - an upper city on the lake above the waterfalls and a lower city at the base of the waterfall.
Hoolwan 33,700 Large fishing community and major port. Often gets hit by bad summer sea storms.
Skelalti 25,000 A prosperous, but otherwise unremarkable, fishing and farming town.
Gallos 17,200 The town of Gallos is home to a large guild of tinkerers who are known as being extremists with lax safety rules. Gallos is also a major timber community and home to may lumberjacks, carpenters, wood carvers and other craftsmen.
Kayleth 14,000 A logging town that harvests trees from the edge of the great Sitharek Rainforest. There is also a school/guild of alchemists here. The alchemists take advantage of the diverse fauna and flora of the Rainforest in their work.
Jairus 11,500 A major lumber center. Jairus takes advantage of the local rainforest. Herbs, spices, flowers, dyes, textiles and wicker products are exported from Jairus by caravan and riverbarge downstream to Skelalti.
Voeler 8,600 A mining town known for good smiths and skilled craftsmen. Numerous mining villages in the region bring their ore here to be smelted down. Raw ore, metal ingots and finished metal goods are regularly transported down river on river rafts to Erisidar. The town officials of Voeler have recently started conscripting soldiers and expanding the town militia. The rumor is that the miners in one or more of the neary villages uncovered something deep in the mines... something that they can't handle without military support.

Villages (Population less than 1,000)

Ballard, Dralekoth, Eituka, Gardoul, Hirannor, Kedomabanda, Kirawath, Mulith, Olarn, Rhien, Tholdan, Ulkur, Venadris

Travel and Distance

Sarid has a network of mixed roads. Major roads leading to the capital city are paved, but outlying regions have older unpaved dirt roads. For more information, see the Travel and Distance page.

      Typical Travel Time
Route Terrain/Road Conditions Distance Walking Wagon/Cart Horse Riverboat Ship
Kurebay - Idyana Paved Road 136 km 6 days 4 days 3 days 2 days  
Kurebay - Kayleth Paved Road 173 km 7 days 5 days 4 days    
Kurebay - Hoolwan Paved Road 268 km 11 days 8 days 5 days    
Kurebay - Vaulstav Sea 3,203 km         33 days

Kayleth - Jairus

Dirt Road 562 km 24 days 18 days 11 days    
Jairus - Skelalti Paved Road 394 km 16 days 12 days 8 days 6 days  
Skelalti - Erisidar Paved Road 126 km 6 days 4 days 3 days    
Idyana - Skelalti Paved Road 230 km 10 days 7 days 5 days 4 days  
Idyana - Erisidar Paved Road 224 km 9 days 7 days 5 days 3 days  
Hoolwan - Gallos Dirt Road 315 km 14 days 10 days 6 days    
Gallos - Erisidar Paved Road 365 km 15 days 11 days 7 days    
Erisidar - Voeler Dirt Road 576 km 25 days 19 days 11 days 8 days  
Voeler - Helmar (Chaddamar) Unmaintained Dirt Road 2,188 km 98 days 74 days 40 days    


This website was last updated October 5, 2021. Copyright 1990-2021 David M. Roomes.

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