The World Of Khoras - Civilization - Nations

"Duty is life"
- From the Imperikas Sybrenal.

Proper Name The Sybren Imperium
Ruler Her Most Imperial Supremacy, Mother of the Sybrenar, the Dark Lady, Empress Kalishan
Estimated Population 27,000,000
Demographics Sybrenar 86%, Hyttar 6%, Human 4%, Magrakian 3%, Other 1%
Adjectival/Demonym Sybrenar/Sybrenar
Languages 100% Sybrenar (Official Language)
Capital City Damogoth (Population: 84,700)
National Colors Red, black and silver
Year Founded 2239 CY
Currency Sybreni Imperial Coinage
Natural Resources Wheat, fish, iron ore, wool, horses, coal
Manufactured Goods and Major Exports Foodstuffs, fish, forged iron goods, wool textiles, coal
Wealth Very Wealthy
Government Type Imperial Autocracy
Government Stability Very stable.
Allies None
Enemies Trossoli Dominion, Padashan Empire, Magrakor, Iron States
Technology Level Middle Ages
Primary Religion Guelrilath
Other Religions None.
Climate Temperate
Approximate Land Area 2,200,000 square kilometers
Arable Land 24%
Terrain Grasslands, River Valleys, Hills, Varied coastline


The Sybren Imperium is a regimented empire of strict protocols and curtailed freedom. A land of restrained discipline, martial arts, magical prowess and imperial majesty. A land where honor and duty are espoused in every thought and deed. It is a realm of opulent wealth and martial order. It is a land of racial pride, from the grandest ideal right down to the capitalization of their name.


The central Imperium consists mostly of grasslands and gentle rolling hills. The Imperium’s long and varied coastline is punctuated by numerous bays and inlets. The southern coast, ranging from the town of Sulleng to the Bay of Tears, is renowned for breath taking two hundred foot tall cliffs covered in green moss and lichens. The east grows steadily rougher as foothills rise up to mountains.

Notable Fauna and Flora

The Sybrenar raise a large powerful breed of horse. These horses, known as sullengars, have brutish features, a very stocky build and a distinctive rust red color. These enormous animals are capable of carrying even the heaviest warrior into battle at a full gallop. They are bred in the south in the Sulleng Province.

The Sybrenar breed targ hounds. An ancient practice in the Sybrenar Imperium is when two houses have a dispute, they settle it by having a match between their house targ hounds. This practice, once prominent, has been largely abandoned by Sybrenar houses. Although some of the more traditional houses still carry on this practice.


After the Sundering, the Kytohan Empire collapsed. From the ashes of the devastation arose barbaric warring clans who would fight for generations. Over the centuries these clans formed a number of small kingdoms which continued their warring. It was not until the ninth century that these kingdoms declared peace with the signing of the Arkus Pact of 841 CY. Four centuries later, these kingdoms united into one and formed the Kingdom of the Sybren. 

In 2209 CY, there was a huge slave uprising. This was known as the Servile War and it raged for 30 years before the rebellion was finally crushed. From this war, a new nation and a new age were born. In 2239 CY, the Kingdom of the Sybren became the Sybren Imperium. To prevent any such future uprisings, the government began a campaign of social pacification and domination. After five centuries, this philosophy has infiltrated every facet of Sybren culture.

Three years ago, the Sybren Imperium declared war upon all "inferior aggressor states" and began a campaign of racial purification. This involved the systematic imprisonment or enslavement of most non-Sybrenar in the nation and large scale assaults upon the Trossoli Dominion, the Iron States, Magrakor and the Padashan Empire. Because the goal of this conflict is to enslave all non-Sybrenar races, it has become known as the Blood War.


The government of the Imperium is vast with many different political and military groups each with different jurisdictions and rights. Various power struggles are played out in a dance of cloak and dagger secrecy. Despite minor friction that may occur between different factions, the government is a well-organized, unified power capable of swift and decisive action when necessary. 

Reigning over the countless political ministries and factions is her Imperial Supremacy, the Empress Kalishan, who rules unfettered by regulations or justice. Her word is law. Her every whim is made reality. She is tended to by countless servants and bodyguards. Despite unlimited authority, she does not waste her days in opulent luxury. Rather, she holds court frequently, dominates Council sessions and enjoys keeping the officials of her government on their toes.

The normal day to day functions of the Imperium are run by a 500 member governing body called the Council of Ages. This council, which meets once each week, consists of guild masters, military officers, diplomats and bureau heads. They debate endlessly over legal and political minutia. They churn through mountains of paperwork each day.

The policies and laws of the government are outlined in a central document titled the Imperikas Sybrenal.

The Imperium is always ruled over by a member of the royal bloodline. The size of the royal family varies and political backstabbing is common among Sybren royalty. Backstabbing is not always metaphorical here though. Assassinations are an accepted part of court life. To get what you want, it is sometimes necessary to do away with all rivals. The current reigning empress is the only surviving member of the true bloodline. She has several consorts and has had over a dozen children with them. However, as is the tradition with Sybrenar royalty,  children deemed unfit to rule are ritualistically murdered at a young age. The thirteenth child born to Kalishan, a daughter named Saerdris, has been declared fit to rule by Kalishan and Saerdris, now 4 years old, lives in the palace awaiting her day to lead the nation. The current war of "racial purity" began on the day of Saerdris' birth. 

Legal System

The Sybren Imperium is a powerful government that does not tolerate dissention among the populace. The lives of the commoners are controlled for the greater good of the Imperium.

Most would consider the laws and judicial system of the Imperium to be harsh in the extreme. It is an oppressive climate where citizens are monitored daily and any transgression may be reported to the officials. Reporting on your neighbor is expected. 

The streets of cities and towns in the Imperium are patrolled by groups of six heavily armed city guards.  Accompanying each group is a street judge. These individuals are given the power of the Ministry of Courts. They have unlimited freedom to arrest, judge and punish on the spot. Their word is never questioned.


The Imperium maintains both a powerful army and navy. The Sybren Imperium has recently declared a war against all surrounding nations and both military branches have been quit active recruiting and training new battalions of troops. 

Officers were a distinctive style of armor which consists of overlapping curved plates of a dull, gray metal. This gives the armor a tight-fitting, organic look. Because of the design, every body part is covered in cutting edges and spikes. The Sybrenar have a martial arts style, called krumgol, which is taught to all soldiers at a basic level. Officers receive advanced instruction in krumgol fighting techniques. Krumgol takes advantage of the armor design and is very effective. With the combination of krumgol and Sybren body armor, every body surface is an effective weapon.

One of the traditional weapons of the Sybrenar is the ramuk, a heavy two handed weapon which blends blurs the line between axe and sword. Not all sybrenar soldiers fight with it, but many do. The weapon has historical significance and has been a part of the Sybrenar culture for many centuries. It is a difficult weapon to wield without training, but in the hands of a ramuk expert, it deals devastating blows, often severing whole limbs.

All able bodied men are required to serve a minimum of 3 years in military service.

Sybrenar soldiers frequently ingest magical elixirs to boost their strength and heal wounds, replace severed limbs with magical ones, replace destroyed eyes with enchanted orbs and integrate magical weapons (horns, blades, etc) into their very flesh. Sybrenar war wizards have developed an entire branch of research involving physical enhancement of the soldiers. This research often involves gruesome experimentation on prisoners and slaves so that the war wizards can perfect their methods. The Chaddamar Theocracy despises these sybrenar practices but is unable to do anything about it due to the distance between these two nations.

The Imperium military has been known to keep and use arachtopi as instruments of torture.


Trade is heavily regulated in Sybrenar. Revenues are generated through land taxes, taxes on all sales, import/export tariffs and port taxes. The economy of the Imperium is somewhat stifled because of this strict control by the government. At any time, prices may be adjusted by government officials and products or raw materials may be confiscated. The Imperium's economy maintains strength and resilience because of the breadth of its products. The current war  is helping the economy.

Once every 10 years, the Imperium holds a nationwide census. The Census counts all citizens and property within the nation. This includes land, buildings, animals, slaves, armor and weapons. The Imperium Census is a part of the economy and is to strengthen the economy.


Duty to the Imperium is considered very important. It’s an integral part of daily life. Service to the common good is required. Social status is derived through service and sacrifice to the Imperium. It is the desire of every citizen to be recognized as a faithful and hard working citizen. This system of social service is for the greater good. Anyone who does not participate in the system is obviously opposed to the good of the people. Any Sybrenar citizen who is too private, maintains too much wealth, hordes material possessions or fails in assigned duties may be seen as an unfit citizen. Such citizens are usually jailed and their property is confiscated.

Gladiatorial combat, chariot races and other forms of large scale public competition are greatly favored in the Sybrenar culture. Every town has a public arena of some kind. The arena at Damogoth is six tiers high and seats 200,000.

All Sybrenar adults carry a knife or dagger or some other personal blade. When two sybrenar greet each other, they draw and cross their blades.

The recently displaced hyttar refugees fleeing the Trossoli Dominion have found no solace in the Sybren Imperium. Many have been imprisoned. Others have been conscripted into military service.


The Sybren Imperium realizes the importance of magic. There are several magnificent arcane academies that produce a steady supply of well trained wizards for the Imperium. Some serve the government, others serve guilds or private organizations. Magic is seen for what it is... a powerful tool and weapon to be employed to achieve power and control.

Common Names

Male Names

Anchar, Badram, Chimgar, Edegar, Hanchir, Jargal, Kaltimar, Mandak, Sarnair, Urantar

Female Names

Amlyana, Caya, Ebisha, Galan, Heshigma, Jaimanzu, Kamasra, Saika, Uranta

Notable Noble Family Names

Akrifar, Banzar, Chatrya, Dargu, Fenwarak, Gresh, Hallesark, Khalimun, Molyar, Pumakrey, Rantog, Solyamar, Urtsar, Yargu, Zolzar


Name Population Notes
Skaan 47,800 A major mining town at the foot of the Gulhunag Mountains. The town is situated at the highest most navigable point of the Istara river. The wealth of this small city has attracted the attention of humanoid bands in the mountains. Hyttar, pugnar and other humanoid groups will raid the outlying villages from time to time. The humanoids lack organization and leadership, and so, have not been able to assemble an army strong enough to strike directly against the town of Skaan. Skaan sits on the East Road and must contend with arriving caravans, Trossoli military incursions and worse. To meet these ever present threats, Skaan maintains a network of small forts and a strong standing army.
Athzimor 31,800 Athzimor is a trade town that sits at the intersection of a major road and the merging of the two smaller rivers. In addition to farming, Athzimor is known for horse breeding, taking advantage of the vast prairies around it. A nearby silver mine has also added to the wealth and growth of the city.
Tovar 22,200 Tover is a prosperous and peaceful town known for excellent hunting, fishing and as a retreat for the wealthy. It is also known for excellent vineyards and extravagant festivals.
Kulsk 15,000 A major agricultural city that oversees dozens of small farming towns and villages around it. Kulsk is also home to Palijhar, a powerful wizard. It is rumored that he actually was born in Kulsk and returned here to live out his final years. Kulsk has little wealth and that is likely the reason that hyttar, pugnar and other humanoids do not threaten it as they do Skaan.
Sueleng 11,900 Sueleng is the primary naval port for the Sybrenar navy. There is a major military garrison located here along with a major shipyard. Military ships come and go out of port on their way to the Three Maidens. Sueleng is also a major whaling port. Whaling ships bring back carcasses for processing. This trade produces whale meat and whale oil. This town is also home to dozens of horse ranches on the peninsula where the great Sullengar steeds are breed.
Gulkauf 8,300 Gulkauf oversees dozens of logging towns and villages scattered throughout the northern foothills. The local villages harvest trees from the southern edge of the Baelwood. Logs are rafted down river toward Damogoth for processing.

Villages (Population less than 1,000)

Enhark Dale, Inbreg, Voglin, Kiegof, Kirahar, Galomag, Mirain, Trasof, Zenkof

Travel and Distance

The Sybren Imperium has a mix of good paved roads and older dirt roads. Riverboats carry passengers and goods down river from Skaan to Damogoth. Most of the interior of the Imperium is grasslands and farmland. Hundreds of small villages and farming communities dot the nation with numerous minor dirt roads and horse paths between them. For more information, see the Travel and Distance page.

      Typical Travel Time
Route Terrain/Road Conditions Distance Walking Wagon/Cart Horse Riverboat Ship
Damogoth - Gulkauf Paved Road 518 km 21 days 15 days 10 days    
Skaan - Damogoth - by river River 732 km       10 days  
Skaan - Damogoth - by road Paved Road 943 km 38 days 27 days 18 days    
Damogoth - Athzimor Paved Road 659 km 27 days 19 days 12 days    
Damogoth - Tovar Paved Road 535 km 22 days 16 days 10 days   6 days
Damogoth - Sueleng Sea 612 km         7 days
Athzimor - Tovar Paved Road 452 km 19 days 13 days 9 days    
Athzimor - Kulsk Paved Road 519 km 21 days 15 days 10 days    
Athzimor - Skaan Paved Road 551 km 23 days 16 days 11 days    
Gulkauf - Skaan Dirt Road 468 km 20 days 15 days 9 days    
Kulsk - Skaan Dirt Road 487 km 21 days 16 days 9 days    
Kulsk - Lair of Chardumort Plains, hills, mountains 541 km 25 days 20 days 11 days    
Kulsk - Salath - (Trossoli) Unmaintained Dirt Road 1,605 km 72 days 58 days 30 days    
Kulsk - Caldris (ruins) Dirt road, plains, hills, mountains 1,014 km 76 days 76 days 27 days    


This website was last updated November 30, 2023. Copyright 1990-2023 David M. Roomes.

Contact Webmaster