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===The South=== Where most of the civilisation is so, if you're heading into a dungeon to kick ass and take treasure, here's where you can sell it. *'''The League of Minotaurs''' (due to edit[[fail]], listed as "Southern Hosk") is a Byzantine-themed empire wherein might makes right, albeit with some rules to the game because civilisation needs those. The cow men had conquered a refugee successor-state of likewise-classical Aurim so, the culture shift wasn't that great. Disputes and even criminal-law, at last resort, get settled in the arena. Usually the minotaurs win of course, but the judges can impose handicaps on either side depending on how bad was the crime or the injustice. This jurisprudence works just enough to keep the majority human population from rising up. This is the most-supported region in the later literature which we'll get to. *'''Armach''' is Elf Israel. The Elves of Krynn actually started out in Taladas, as you can tell from the natives' extreme diversity and, in many instances, primitivity. At Armach, some of the Ansalonians came ''back'' to territories which, as the saying goes, were in the meantime Occupied. These elves insist on a core Armach-nesti as they head up a loose confederation of humans, [[kender]], and centaurs. If you're not an elf and you cross into the 'nesti, you get executed. Some exceptions apply since the locals already figured out that trick of "catapulting your enemies into elf territory" and the elves already figured out that they weren't going to serve the humans as their assassins. *'''Thenol''' is the human empire. Yay! ...Except that the emperor is a figurehead and the real power is a bishop, of Hiddukel no less. Yeah the humans get screwed royally in this continent. Some baronies here resist the episcopacy so, there's that. *'''Blackwater Glade''' is gumbo land, a swamp of more human and elf tribals. And of degenerate [[illithid]]s. Also [[bakali]]. It blends in with the '''Fisheries and Neron''' along the south coast. *'''The Marak''' are the [[kender]] here, except super-paranoid so not even entertaining in their thievery. *'''The Hulderfolk''' are the oldest-school elves in almost any setting, the forest pranksters who really REALLY don't want you in their woods. Some of their woods had got wiped out by enemies, especially in the Minotaur League, so those woods're haunted. *'''The Steamwall''' are the ring-mountains down south. The prevailing winds in these subtropics blow east-to-west and, you know what's east. All those nasty chemicals made even worse by MAGIC present a Hills Have Eyes experience for visitors. Here are [[hobgoblin]]s and humans, in various levels of mutation and sickness; and slig. Also, we're told, ogres and hurdu; although the literature is inconsistent on these. As mentioned you can make room for 'em if you expand the map. North are the Fianawar [[dwarf|dorfs]] who couldn't dig if they wanted to; they're all claustrophobic now. (Trope status: subverted.) Luckily for them the same tectonics which drove them up to the surface also sent mineable minerals close to the surface. So: ''open-pit'' mining.
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