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 Mairigan Lore: Countries   

The Mairigan continent is currently divided into about 60 political areas, territorial divisions that act as separate political entities. These countries are introduced as follows:

Bloodtop
The capital of this island nation is Lost Hope and lies far to the south within Mairiga. Bloodtop is ruled by a holic government of humans who feel convinced that their homeland will soon be attacked by the country of Chus. Kben is the leader within Bloodtop, and has announced to the entire world that an ancient treasure lies unprotected within a ruined castle within the country. Indeed, a few adventurers have returned with some wealth from the castle.

Chegoria
Homeland to the Ultimates, the capital is Gep located along the central eastern coast of Mairiga. Led by a corrupted sorcerer named Roodun, Chegoria is run by a band of human sorcerers who have come together to form “The Ultimates,” a group that feels destined to rule the world through the power of the nemefruit (a drug that conveys quasi-magical powers but at the cost of being turned heartless and evil). Having totally rejected the authority of the Inner Circle, Roodun is calling out to all sorcerers throughout Mairiga to come to Chegoria and join the Ultimates, in the hopes of one day destroying the Inner Circle.

Chus
This evil country has the city of Lemn as its capital, located along the central southern coast of Mairiga. Run by a dictatorship of mad humans, its leader Deddox rules the land with a charismatic smile and an iron fist. Most of the nation supports Deddox's plans of global conquest. Indeed, Quinn's Isle has just fallen to the mighty army of Chus, and the island nation of Bloodtop seems to be next on the list.

Cyan Desert
This strong and just country has the city of Blu as its capital, located within the desert in northcentral Mairiga. Led by a humble but powerful wizard named Sylen, he only permits those of a highly intelligent nature to help him run the government. And although Sylen is extremely powerful, he only uses his majika for worthy and honorable purposes.  Besides spending most of his time caring for the city, it is rumored that Sylen is also busy trying to thwart the Ultimates in Chegoria. Indeed, some say that heroes are presently being recruited by the Cyan Desert to blitz Chegoria and destroy it.

Deathwhite
Perhaps the root of organized evil within Mairiga, the capital city of this corrupted land is Gex, located far to the north. The country is ruled by the hated and feared gurak Deathwhite himself, whose one wish is to return the world to the Age of Damnation. Rumor has it that the gurak is presently working on a new magical device that will, ultimately, make him all-powerful and allow him to finally carry out his “One Purpose” and return Mairiga to the Age of Damnation.

Dire Swamp
A very dangerous place, its capital city is Terre, located within the very heart of the Mairigan continent. Ruled by a warocracy of xotics, the region holds little but horror and death for most who enter. Fortunately, the xotics that rule the country are usually fighting themselves and so pose little threat to neighboring countries.

Doomdesert
The dusty capital of this vast desert is Tirst, located in the southwestern corner of Mairiga. Run by a feudalism of pesserdons, this relatively peaceful and benign country favors trade above all else. The ruins of a city from the time before the Great Destruction is said to exist somewhere within the country.

Dreismar
Alpheccia is the capital city of this elitist country, situated near the center of Mairiga. Ruled by a sexist government of neutral pesserdon females, the country refuses to allow basic rights to any male creature of any species when within the city borders. Meanwhile, strong rumors suggest that tremendous numbers of swamp creatures are massing along the eastern edge of the land-locked lake northeast of Meliss. Groups of moids have also been seen recently around the ruins of an old city that was destroyed during the Age of Damnation.

Drev-Dar
The ancient city of Lar-Corrath is the present capital of Drev-Dar, situated in the northwest corner of Mairiga. Said to be the very birth land of the human race, the lands are now ruled and dominated by evil spefarr lords who have set-up a feudalistic government there. The crumbling remains of an old village are said to lie within the country, the supposed powerbase for the feudalistic spefarr lords. Drev-Dar is also home to Gemcore, a magical prison where those sent never return.

East Jin
The suprist city of Lyer, capital of this corrupted country, is ruled by a ruthless warocracy located off the Mairigan shores to the northwest. Nobody truly knows what is going on within this frozen city, as the suprists themselves were supposedly all destroyed at the end of the Age of Damnation. Yet clearly there is activity within Lyer, and far too many reports of entire adventuring parties being wiped-out while trying to explore East Jin suggests that something must be going on.

Evilroot Forest
Long known as a dark and evil forest, its capital is Zix, named for the first neutral that established a small village for his kind there during the Age of Damnation. While a dangerous place in its own rights, the Evilroot is best known for the Onyx Ruins, where the portal to the Realm of Nightmares was opened during the Age of Damnation (a gateway that allowed the hellion armies to march into Mairiga and nearly destroy it). Sisla sealed the portal centuries later and buried the ruins under a mountain of rock and debris, but the Inner Circle Member Sandriss excavated the ruins recently and exposed the seal once again.

Firethrill
The fantastically rich capital of this mountainous nation is Peld, located in the southeastern area of the Mairigan continent. Conquered long ago by a tribe of strong yet relatively intelligent neutrals, a small army of these beings now rules the prosperous land. The leader of this country is Grogen, a strong yet wise neutral who only uses his military to defend the vast deposits of gold that lie within the hills of the land. Threats to this bonanza include Grim-Tir, Ronog and Verlar. The old ruins of a crystallized manor (supposedly guarded now by giant insects), rests somewhere within Firethrill, the site where long ago a proud wizard apparently committed suicide.

Ghenland
The capital of this almost exclusively human country is Eaa, situated in the northeastern part of Mairiga. Ruled by a government of goodly but highly suspicious and greedy capitalists, their financial interests tend to cause the average person much pain. These elitists are thus known as the “Capitals” and though they seem to want everyone to prosper, their greed generally prohibits genuine happiness. Thus, an underground group of dissidents are said to be organizaing to overthrow the government.

Ghost Isle
Named because of the extreme amount of animated monsters found here, the capital is Spook, located in the far southeaster corner of Mairiga. The island nation is now ruled by tribes of ventures that are grouping themselves together to form a terrible army. Led by a very powerful and deadly venture king named Krokus, these creatures have also enlisted the help of several animate sorcerers (jikajiles) but have so far met with little success.

Grey Wastes
The city of Quinn, located in the far northeastern corner of Mairiga, is the capital of the Grey Wastes. A frozen land of little vegetation, vicious mutants rule the country. This warring government has entered into a shaky alliance with Mem-Toric in order to destroy the Penard Forest. These monsters seem to hate Mem-Toric almost as much, however, and thus see them as much a threat as the Penard. Although the mutants have been here for centuries, rumor has it that good once existed within these lands, and that a powerful magical item rests somewhere to the distant northeast.

Grim-Tir
Controlled by vicious guraks, Grim-Tir has the city of Lyclea as its capital, located in the east central part of Mairiga. A warocratic government, Grim-Tir is a sister country of Deathwhite and is thus totally bent on death and destruction throughout the known world as well. Responsible for vicious attacks on Tain, the Neutral Hills and Firethrill, these guraks are causing more and more damage and misery within the realm each day and need to be stopped. Their powerbase is rumored to lie within the ruins of a hidden castle somewhere within the country.

Hopeheir
The beautiful capital of this goodly place is Nace, located just to the southeast within Mairiga. A symbol of strength, wisdom and all that can be good and true within Mairiga, its government is truly socialistic, the army is powerful, and all seems peaceful. However, moids have been recently allowed within the country, and appear to be doing whatever they please. Indeed, things seem to be getting so out of hand that many of the city’s inhabitants are fleeing for safer lands.

Ironwood
The huge city of Zalz, located along the Mairigan west central coast, is the capital of Ironwood. Driven by a very old greyhair government of pesserdons, these folks thrive on proper protocol and respectful manners. Indeed, the government has become extremely eccentric with age; new and strange decrees are made almost daily within Zalz, with those not complying put in jail for long periods of time.

Isle of Rex
The hidden city of Teran (located in the distant southeastern corner of Mairiga) is the capital of this vicious island nation. Run by a dictatorship clan of moids, the underground city is rumored to be instant death to any non-moid that enters. Those who have managed to sneak into Teran have reported the sighting of strange mosses that hang everywhere, the consumption of which supposedly conveys regenerative powers (although some of these mosses are also quite poisonous).

Jewelsglow
The capital city of Jewelsglow is Thentt, located far to the south within Mairiga. Run by a sexist government of young and beautiful denwir women, not only are men not allowed to govern but they're not even allowed within the city under penalty of immediate castration! For the most part, Jewelsglow is a quiet and peaceful country, and some say that there isn't anything more lovely in the entire world than the capital city of Thentt. For men, however, Jewelsglow is a land that is perhaps best left alone.

Jungles of Torment
The hidden capital city is Atebin, located in the jungles to the distant south. A warocracy of ruling guraks (nine members, whose place within the government can only be bought at a high price) control this thoroughly corrupted nation. Rumors suggest that the ruling council is preparing for an invasion, probably against Kiz; war seems inevitable, but may not occur for a while yet. Since the jungles are hot and dangerous, many refuse to even adventure there.

Kingdom of Sven
The home to the Kingdom of Sven is Dyersga, located in the far southeastern corner of Mairiga. The humans that inhabit these lands are very proud and socialistic; although its government is said to be quite arrogant, the country is well-run and its people are generally happy. Certainly not a surprise, free enterprise is strictly forbidden within the Kingdom of Sven; only those passing through the country can even use gold to purchase and sell with.

Kiz
The capital of Kiz is Lake City, located in the southwestern corner of Mairiga. Inhabited by goodly humans, Kiz is said to be the birthplace of Sisla the Deliverer and has therefore long been a sanctuary for goodly creatures throughout Mairiga. However, border skirmishes have begun with the Jungles of Torment, and many now feel that war is inevitable. Thus, Lake City has been recruiting adventurers to fight in the pending war.

Kult
Tror is the capital city of Kult, located near the southwestern edge of Mairiga. Currently ruled by a dictatorship of three charismatic neutrals, many of the original neutral races fled here after the end of the Age of Damnation to avoid persecution in other parts of Mairiga. Some 1200 years later, the country still seems paranoid and suspicious, and certainly wouldn't stop at anything to secure its own future. Indeed, troops of younger neutrals are massing near the borders of the Orian Society and the Doom Desert, though few understand what is going on.

Lestore
The evil capital city of Lestore is Mol, situated to the north within Mairiga. A well-known sanctuary for corrupted priests and sorcerers, a holic government of these humans now rules the ancient country. Indeed, great care must be taken when visiting Mol, for evil priests are constantly scanning the city, using their majika to reveal those of a goodly and honorable nature (those captured are usually executed, or are sacrificed during terrible ceremonies). Perhaps even worse, rumors suggest that Balibus, a jikalich animate from the Age of Damnation, was recently resurrected and is now plotting revenge somewhere within the country.

Lonely Plains
Skitz is the capital of this monstrous nation. Long known as one of the breeding grounds for the hellions of the Age of Damnation, it was purged by Sisla long ago but never totally sterilized, as the thousands of idiacs that now dwell there can testify. An idiac feudalism runs the vile government, but because the monsters are constantly fighting amongst themselves, the Lonely Plains doesn't pose much of a threat to Mairiga at present. 

Lostwood
The mystical capital of Lostwood is Gleeshire, located in the southcentral part of the Mairigan continent. Ruled by a holic government of strange but well-meaning pesserdons, the city is surrounded by a nearly impenetrable forest. The pesserdons who rule Gleeshire are utterly obsessed with the preservation of nature. Also, due to spiritual reasons, people are not allowed within the city streets during the early morning hours; those violating “The Curfew” suffer a heavy penalty. Recently, Gleeshire has come under attack by creatures from the west, assaults that have coincided with the arrival of an extremely old and bizarre human who claims to be the victim of a local herb.

Ly-Mon-Es
The city of Lyfe, located to the northwest within Mairiga, is the capital of this strong and proud socialistic government. Subsequently, Ly-Mon-Es is in excellent economic and military shape, although several border skirmishes have recently broken out with the country of Squar.

Mem-Toric
The capital of this corrupted country is Deszwinn, situated to the far northeast within Mairiga. Ruled by a vicious dictatorship of guraks, Mem-Toric stands poised to invade the Penard Forest at any time. Additionally, the mutants of the Grey Wastes have recently become allies with Mem-Toric, although it is rumored that these mutants don't trust the guraks and may even launch a surprise attack against Mem-Toric if heavily persuaded.

Miremuk
Located to the south within Mairiga, Robinstar is the capital of Miremuk. Ruled by a neutral greyhair government with very strange values, Miremuk is well known as a “retirement” country, a place to go when one is old and gray. Because of the government's desire to strongly promote this approach, those under fifty years of age aren't allowed within its borders under penalty of death (and hence the country is thought of as corrupt). Guraks are rumored to protect something of great importance within the ruins of a dangerous but operating castle within Miremuk, while a burnt and blasted temple rumored to enclose a “Fountain of Youth” is also said to lie within the country.

Murar
The Murar's capital city is Trargg, situated along the coastline far to the southeast within Mairiga.  Run by a sorsotic government of goodly humans, this large peninsula is rumored to be the actual birthplace of majika, which has been practiced here since the end of the First Age of Man. Because of the intense interest with majika within the Murar, all prices in regard to magical items are about 25% lower than elsewhere within Mairiga. There are also rumors that suggest the most powerful weapon within Mairiga lies somewhere within the Murar—converted from an old laboratory into a highly magical but extremely dangerous dungeon, the weapon supposedly lies within a labyrinth buried somewhere within the country.

Narharrion Plains
This wealthy nation has Loou as its capital city, located to the northwest within Mairiga. Having derived its wealth from a gold strike of long ago, the country is politically driven today by a goodly denwir capitalistic government. However, many feel too much gold goes to the Lord of Loou. Rumor also has it that something is wrong within the mines, located along the eastern edge of the lake: Gold shipments from the mines to Loou have stopped, and some fear that Drev-Dar may be behind the stoppage.

Neutral Hills
The ancient capital of the Neutral Hills is Oolan, situated to the northeast within Mairiga. A greyhair government runs the elderly neutrals of the country, as their leaders are well over 1000 years old. Indeed, many feel that the Neutral Hills was the birthplace for the race, and hence its name. Although very old people run the government, the country as a whole is doing well (several gold mines fuel its economy). An old castle that was once the home to a family of proud, fierce and wealthy knights is said to lie within the country, but today it lies in ruins, contaminated and infested.

Northlin
Northlin's capital city is Prock, located just south of the continent’s midsection. The human dictatorship within this country is hopelessly corrupt, and its military has been all but destroyed by the guraks from the western Shorelire. Hence, the government of Northlin is desperately seeking adventurers to go to Shorelire and somehow destroy it. The ruins of an old city are said to lie somewhere within Northlin.

Orian Society
Vellum, the capital city of the Orian Society, is located along the far west central shore of Mairiga. Ruled by a capitalistic band of humans, the Society is certainly the most technologically advanced country within Mairiga, much to the disgrace of the rest of Mairiga (the Society strongly believes in the replacement of majika with technology, directly violating the Code of the Land). Consequently, nearly everyone within Mairiga hates this country and avoids it when possible. However, there are rumors of a sunken city located somewhere within the swamps of the Orian Society, a place that was supposedly created to protect humanity during the Age of Damnation and may hold many writings of Sisla passed down to the city inhabitants.

Paradix
The chaotic capital of Paradix is Bertt, located to the southeast within Mairiga. Inhabited by hoards of manmics, a simple feudalistic government exists within this country (although Paradix itself is civilized enough to allow some sense of control and stability). The manmics of these lands are constantly fighting amongst themselves, fortunately, and so they pose little threat to Mairiga as a whole. 

Penard Forest
The capital city of the Penard Forest is Senn, located along the far northeastern shoreline of Mairiga. The proud, fierce pesserdons that long ago conquered the Forest are governed by a strong feudalism today. Indeed, many feel that the pesserdon species originated from within the Forest during the Age of Damnation. Currently, however, these people are at the brink of war with Mem-Toric and the Grey Wastes and highly outnumbered, so their days may be numbered.

Pirapa
The capital of this troubled human nation is Josephine, located to the southwest within Mairiga. Recently governed by the Inner Circle’s very own member Sandriss, she was captured by the Sislan Church and burned at the stake for opening the Onyx Seal deep within the Evilroot Forest and unleashing an entire benzar army upon Josephine. A year later, however, a new benzar army is laying siege to Josephine, commanded by the Angel of Death who appears in the distance controlling the benzars.

Ronog
The capital city of Ronog is Lub, located to the southeast within Mairiga. Once inhabited by good-natured humans, the country was recently overtaken by hoards of curseds that were somehow unleashed on the population; a modest warocracy run by the animate monsters now rules within Ronog. The next target of conquest for the curseds seems to be the Firethrill Mountains, but their relative few numbers haven't been able to cause much damage against the mighty army of the Firethrill…yet.

Rustin
The occupied capital of Rustin is Dirkus, situated just to the north within Mairiga. Once ruled by good-natured humans, these lands were just invaded and conquered by hoards of nightmares that sacked the city and destroyed all who couldn’t escape. The nightmares have now banded together, creating a simple but effective warocratic government. The source of these deadly monsters—an ancient crypt recently reactivated by forces unknown—lies in unearthly silence near Dirkus.

Shorelire
The capital of this gurak state is Meliss, located within the heart of Mairiga. A capitalistic government of evil guraks overtook the country years ago and has only grown stronger with time. Indeed, guarks here are gearing up for a massive invasion of Northlin, and nothing seems able to stop them. At the same time, rumors suggest that a tremendous number of swamp creatures are also gathering along the eastern edge of the land-locked lake northeast of Meliss, although it’s not clear whether these monsters are in league with the guraks or not.

Silverlands
The capital of this lawless state is Opportune, located to the northwest within Mairiga. Its name derived from the metal found within the surrounding hills, the country is ruled by seemingly frivolous humans who prefer to keep it in a state of perpetual anarchy and lawlessness. Thus, there aren't any real laws within the Silverlands, although vagrant acts are always responded to in an appropriate manner. And although the state is experiencing a few problems in its western border, there are no armies within the Silverlands either. The ruins of a moldy and contaminated castle are rumored to lie somewhere within the country.

Skang Mountains
Greven is the capital of these mountains, located to the north within Mairiga. A capitalist government of wealthy but ever-greedy denwirs owns the country, ruling the area mercilessly in order to add to their already tremendous monetary assets. Because the country was founded on the ability to gain wealth, however, the common denwirs of these lands see their government as righteous and thus have little desire for change.

Skull Isle
This landlocked island nation has Krit as its capital city, located in the very heart of Mairiga. Presently run by a holic government of religious jikajile animates, the country has turned from neutral to evil within the last few years—apparently, an ancient jikalich has reappeared and is now controlling the large island. Long ago, the country was once the home to a population of humans known as “The Therms” who held the weather patterns of Mairiga as sacred and collected all sorts of objects and artifacts associated with the weather. Somehow this all led to the development of Sisla’s all-powerful Lyfestar, but no one knows if there is any connection between the Therms, the Lyfestar and the jikajiles that now dominate the corrupt island nation.

South Deathwhite
The hopelessly corrupted capital of this country is Judox, situated far to the north along the frozen shoreline of Mairiga. Also ruled by the evil gurak Deathwhite, these lands are just as vile as its brother nation to the north, and are now massing to attack West Deathwhite (which recently denounced its own evil in a bid for neutrality and better standing with the Inner Circle). Along with the country of Deathwhite, this gurak dictatorship probably represents the stronghold of evil within the entire world, and although Deathwhite himself was supposedly destroyed within the Evilroot Forest years ago, rumors coming from South Deathwhite suggest that he is back and continuing his plans to return Mairiga to the Age of Damnation from within his own dungeon southwest of Judox.

Southlin
The capital city of Southlin is Slyvenstoppe, situated to the south within Mairiga. A splinter country of Northlin, Southlin won her independence some 60 years ago and has maintained an honest and just socialistic pesserdon government ever since. Indeed, they're now helping Northlin protect itself against an invading Shorelire, although it’s just a matter of time before Northlin falls and Southlin will have to defend herself against the gurak kingdom of Shorelire. Accordingly, Southlin is looking for mercenaries for aid and is rumored to be paying very well for such help.

Sparkle Wood
Cryss is the capital of Sparkle Wood, located at the top of the world far to the north within Mairiga. Home to the goodly (if ultra-conservative) Inner Circle and populated by human Truistics who families have dwelled within the treetops of Sparkle Wood since the days of Sisla 1200 years ago, the country is naturally ruled by an intellectic form of government. Indeed, these lands have become highly learned, wise and pacifistic, and those wishing to enter Cryss are required to take an intelligence test (although failure simply forbids the traveler from entering). Because of the high intelligence within the state, it's said that any questions one may have regarding anything within Mairiga are answerable within Cryss.

Spawnwood
The capital of this accursed place is Stire, located to the north within Mairiga. Widely believed to be the place of origin for many of the terrible monsters spawned at the beginning of the Age of Damnation two millennia ago, the lands are still governed by a feudalistic hoard of jikajiles (although rumors suggest that an even stronger evil rules the country). While the Deathwhite countries represent the focus of intelligent evil within Mairiga, Spawnwood perhaps represents the focus of non-directed evil (at least for now).

Squar
The new capital of Squar is Kartu, located along the far northwestern shore of Mairiga. Recently invaded by vicious lepiks, the country now possesses a feudalistic government (although the lepiks here are still so disorganized that they pose little threat to other countries at the moment). Indeed, the new government is so weak that it could be toppled at any time—which is strongly encouraged by the Inner Circle.

Tain
The capital city of Tain is Hove, which lies to the northeast within Mairiga. Once part of both Grim-Tir and Chegoria, Tain was carved out by goodly humans centuries ago and remains a thorn in the side of Grim-Tir and Chegoria to this day. Indeed, the nation is strongly socialistic and bolsters a huge army that has managed to keep both Grim-Tir and Chegoria in their place (it is said that Tain is able to maintain such a large and expensive army because several surrounding states—the Neutral Hills, Cyan Desert and Penard Forest—help pay for it). Recently, however, a call has gone out for heroes to journey to Hove and visit with its governing lord, whose daughter has been kidnapped by an evil and insidious animate.

Tarius
The capital city of this terrorist state is Kapp, located far to the southeast along the eastern shore of Mairiga. Now ruled by a warocracy of evil guraks, the government has long practiced the sending of small parties of terrorists to varying states to carry out sinister acts of aggression. Indeed, the country possesses an extremely bad reputation for being the instigator of anything violent that occurs within Mairiga, but because of the large amount of water that separates Tarius from the mainland, sending an army there to deal with the problem is nearly impossible. Ruins of a place where ability traits can actually be enhanced are rumored to exist within Tarius as well.

Tur-Del
The newly created capital of Tur-Del is Dougsal, located to the distant southwest. Long since at war with the Jungles of Torment, Tur-Del has just won her independence and has organized a socialistic human government.

Twin Terrors
The capital of these animate lands is Deth, situated far to the southeast within Mairiga. Said to be controlled by an actual jikalich, these lands are said to murder all that encounter them and so the area is avoided at all costs. Perhaps not surprisingly, the ruins of a place from before the Great Destruction are said to also lie within Twin Terrors—supposedly full of toxic chemicals, those who explore the ruins seldom return.

Valley of the Dead
The capital city of this gloomy country is Doom, located within the heartland of Mairiga. This area was the very home of the evil creatures that once ruled during the Age of Damnation; still buried here, five great crypts are their legacy. After Sisla defeated these “Corrupts” and ended the Age of Damnation, most avoided the area due to the tremendous evil that once ruled these lands. Today, a feudalistic association of haunts controls the country (and so nearly everyone avoids the Valley of the Dead due to its evil and obviously haunted nature).

Verlar
The heart of this obscene country is Chant, located to the distant southeast. Led by a very powerful dictatorship of hellion killers, this corrupted country is, unfortunately, doing remarkably well. Accordingly, most of the surrounding states hate Verlar with a passion, but the killer armies are vast and strong and seemingly cannot be defeated.

West Deathwhite
The capital of this estranged country is Vizedom, located far to the north along the frozen shores of Mairiga. Although these lands were conquered by the gurak Deathwhite decades ago, the guraks here have recently polarized themselves, effectively becoming neutral in disposition. Renouncing the gurak that bears the country's name, the government is actually socialistic and has separated itself from the other two Deathwhite countries. Because of this, both Deathwhite and South Deathwhite are preparing to attack West Deathwhite and the country is naturally recruiting mercenaries to fight in its army.

West Jin
The capital city of West Jin is Daargoz, located just off the northwestern shore of Mairiga. A holic organization of windsouls dwells here, mysterious but not a threat. The ruins of a large tower said to contain an old and incredibly valuable library is said to lie buried under snow and ice somewhere to the north.

Wira Empire
Osandix is the capital of the Wira Empire, located to the west within Mairiga. This socialistic pesserdon empire is extremely good, fair, just and peace loving, and the land, as a whole, is prosperous and happy. To protect its borders, the government has adopted the policy of hiring extremely powerful adventurers, and it is said that no greater honor in Mairiga exists than being a Knight of the Wira Empire.

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