Capital Corhaven
Population 1,448,000 (45% wu-kan, 19% elves, 15% human, 12% kobold, 8% halfling, 1% other)
Exports Wine, weaponry, technological advancements
Languages Elven, Common, ???, Draconic

Corrindale is to the eye of your typical cartographer, a nation that extends along the northern border of Kyngdom, flanking Kryphaneos, and tolerating a number of city-states within its borders. However, the truth is much simpler than that. Corrindale is the name of the forest that extends all over the broad country, and therefore, to the wu-kan that call it home, is the only part of the nation that interests them. Those areas not part of Corrindale Forest are simply not in the consideration of the wu-kan mind, and therefore, are left to govern themself (most falling under the domain of the City-States of Symeira; see below).

Unlike the other nations of the Bidestran continent, Corrindale has been largely unaffected by serious incidents of upheaval. Its people are classically forward thinking and progressive, which has meant that the changes that come with the passage of time are taken in stride.

The bulk of Corrindale's population is wu-kan, which helps to explain the general lack of governmental controls, and the light infrastructure. Cities are large groupings of like-minded individual, and structures are most often built off the ground, in the thousands of ancient trees of Corrindale. One can walk the breadth of Corrindale on the ground and never see a single settlement - provided one never looks up.

The end of the Second Age was an exciting time for Corrindale. The Kobolds of the mountain tribes finally threw off the shackles of their god, and were able to, in burst of only forty years, diversify and populate with a speed and ferocity that astounded observers. They came down from the mountains, offering trade in weapons and iron, bringing technological advancements that would have taken the less academically-inclined wu-kan race thousands of years to manage on their own.

Meanwhile, to the east, Kryphaneos underwent its own period of political upheaval, which prompted the human settlements within Corrindale's borders to defend those borders ferociously. While man warred with beast at the edges of the kingdom, the wu-kan of Corhaven had to face up to a simple fact; the Dragons of the north were missing.

Government And Politics

Corrindale is a chaotic good country, and therefore has relaxed governmental systems. Nobility is not given too high a price, and individuals are gauged on what they can do. Therefore, communities don't grow too large, as doing so without some kind of regulation often proves unwieldy - Corhaven is one of only three large cities across all of Corrindale.

Corrindale can best be compared to a democratic theocracy. While it lacks in a national government, each local area is usually handled democratically, with Sunmon'Tzu (or his avatar) being one of the few people that can rally the nation as a whole.

Corrindale does not have a standing army. Instead, most settlements and townships have a number of trained warriors in their numbers, who are directed as militia from town to town.

Power Groups

Corrindale politics are drawn from the wu-kan tradition; they take generations at a time to make any kind of decision, which is then acted upon in one comparatively frenzied burst of activity. Centuries of tension are resolved in duels or dealings that take a mere week to execute.

Tzu's Knives

Tzu's Knives are a mercenary troupe, based out of Sharrathell. Hiring the Knives is a curious business; the Grand Godbotherer (a title for the high priest) performs a divination, discerning exactly how many Knives a person can afford, and how many are necessary for their quest. The Knives never explain how their pricing structure works, so one might somehow find onesself with several hundred Knives, all charged in the service of Correlon, or one lone Knife for several thousand gold pieces in pay.

The Knives are trying to promote a demilitarised state, where the military is a function of economy. They don't seem to have quite thought through that there might be mercenaries with less holy motivations than their own.

The Corrindale Border-Guard

One of the few truly political agents in Corrdinale, the Border-Guard see to it that the borders of Corrindale remain static. Whenever a tree falls, they replace it, and woe betide any man or woman who cuts down a tree in Corrindale forest.

The Border-Guard are primarily rangers and druids, and are led by a council of druids who each have domain over a thirty-mile square area of the forest. Their current cheiftan is Heuren Tallwillow (N Male Halfling Druid 9), and he believes that the sanctity of the Corrindale Forest is paramount. He advocates harsh punishments for those that seek to harm the forest, claiming "a broken limb for each broken tree".

The Tempests

Master woodsmen who specialise in using twinned longswords, the Tempests of Corrindale represent one of the few unified combat fronts Corrindale can present. The Tempests are best described as a warrior guild who meet periodically to discuss their accomplishments.

The closest thing this loose-knit community of warriors has to a leader is Mylrenneth Uraien (CG Male Wu-Kan Fighter 4/Ranger 6), who is notoriously difficult to find at any given time, given his penchant for solo travel.

The Tattered Ear Traders

The Kobolds of Corrindale live primarily in the mountains, and are therefore, only barely considered part of Corrindale at all. However, the taiga of Corrindale's mountain ranges nonetheless has green on it sometimes, and therefore, these kobolds proudly claim to be part of the w-kan nation of Corrindale.

Primarily, the Tattered Ear are a clan of kobolds who serve as representatives from the kobolds of the Mountains to the wu-kan of Corrindale, trading in weapons of war and nonmagical devices for those resources denied them for so long; plumbing, good food, and quality merchandise.

The Tattered Ear Traders have an interest in almost anything, and send out caravans to Corrindale, to set up temporary encampments best described as bazaars. In Corrindale, the wind tells tales, so it's almost guaranteed that each of these bazaars gets some attention.

This has also led to Tattered Ear Traders hiring mercenaries. While the Traders have no interest in the long-term political situation in Corrindale - indeed, there isn't really one in the first place - they still wish to keep the nation strong and fertile, so there's something good to trade for tomorrow.


Corrindale as a nation is not particularly industrious; the majority of farming in Corrindale is subsistence. However, Corrindale's people are very creative, and the presence of both the Border Guard and the Tattered Ear ensure that there's always something travelling between its borders.

Typically, Corrindale's wu-kan manufacture firearms, and the Border Guard have some areas specifically designated for cultivation, where farming occurs. The edible produce of Corrindale is limited (primarily wines, cheeses, fruit), but almost always of the highest quality.

The Border Guard have, since the middle of the second age, taken to making wines with their produce, rather than simply selling the fruit they harvest. This has led to various druidic houses within the Border Guard developing quite a talent for it, and connoisseurs of fine wine often know the districts by taste.

Rural Life

Rural life in Corrindale most often means one is a traveller, vagabond, or some kind of hermit; Given the amount of space in Corrindale, and how little of it is in fact open space, it's rare to find settlements of anything smaller than a small city - it's simply not feasible for a small number of people to create a structure that doesn't fly in the face of the Border Guard's policies.

Most commonly, these loners or hermits are wanderers, or outcast for some reason. Wu-kan society does not believe in exile, but the Kobolds of the Northern Ridge do, as do the hidden races of ??? that live in the wilds of Corrindale.

City Life

Just as rural life is hard to define in Corrindale's common parlance, so does city life. While cities exist - settlements of more than 6,000 individuals - they so little resemble conventional cities that it's often easy to mistake them.

In wu-kan cities, life has a very rural bent to it; the wu-kan don't lock their doors, suffer very little crime beyond petty theft, and most people subsist on what they produce themself, with a little outside trading done with Tattered Ear traders when they show up.

This is primarily born out of the classically 'slow' philosophy of the wu-kan nation. Home is somewhere to rest, not somewhere to do exciting, amazing, interesting things. If you want to Adventure, adventure, and make sure you do it well out of the way of home, because you want to make sure there's something to return to when you're done.

This rural-urban dichotomy is often misunderstood by humans, who misinterpret it to mean that those known wu-kan settlements are rural by the standards of the wu-kan nation, and that a vast arboreal metropolis hides somewhere in Corrindale's borders. No evidence has been supplied to confirm or deny this possibility.

Economic Means

The Corrindale economy, unlike the Kyngdom economy, is much less formal. Instead of basing one's means on what one has, it's based on what one does and what one can do.

The closest thing that Corrindale has to poor people are those who rely on subsistence farming to feed themself and their families. They hunt and scavenge the forest for food and an injury that removes this possibility for a short while can be a devastating blow, economically. A vast majority of wu-kan live this lifestyle, however (80%), and therefore, it's common to find friends and neighbours who, while you are unable to hunt yourswu-kan, double their efforts, to feed you while you're ill.

The hunting lifestyle tends to support multiple dependents - most often, a person's parents, who often become infirm and unable to hunt themself, and one's children, who obviously cannot hunt themself. While wu-kan couples in this economic bracket take turns in hunting, there is no gender distinction - most often, it's based on a simple roster system.

Corrindale's middle class is perhaps best represented by those technologists and magewrights who are good enough at their craft that they can produce in significant quantities. Many of the folk in this economic bracket are non-wu-kan, despite their location; the mindset of a consistant, reliable craftsman whose greatest reward is the creation itself is uncommon in the wu-kan mind, who prefer action to results.The upperclass and wealthy of Corrindale, however, are most often wu-kan nobles, whose houses trace back to some great deed, or perhaps even the establishing of Corrindale itself by Sunmon'Tzu. Other than nobility, the Upper class are generally the best, most personable traders, who're also prone to making shrewd business decision.

While these people don't necessarily have a lot of ready funds available, they are the houses whose position allows them to claim tax from the other members of the city (usually light - subsistence taxation, as it were), or to trade their way into a profit without actually spending anything. Such individuals generally have a few hundred gold pieces in investment, and can call upon it to some extent.


Education in Corrindale is primarily through oral tradition, taught in didactic songs and parables. As with Kyngdom, the task of education frequently falls upon the Clergy, who are, in Corrindale, most often the somewhat anti-authoritarian followers of Sunmon'Tzu. Rather than bring the children together to a single place to teach them, these clerics most often travel from house to house over the course of a month, teaching a little, letting the children absorb it, then letting them spend the rest of their month in activities that benefit their body and mind - bow practice, swordsmanship, or othersuch pursuits.

While the wu-kan lifestyle doesn't strongly promote magical expertise, there are still many options for spellcasting training. Those children with magical potential are frequently visited by a sorceror or wizard of some expertise, who apprentices these children to him or herself. When this apprenticeship is completed, the senior spellcaster most often requests some small repayment for their training, which is often received in the form of either a unique spell, created by the student with his master in mind, or a magical item, similarly designed.

A wu-kan spellcaster in this arrangement is considered to be an apprentice until they can cast 3rd level spells - most often, level 5 or 6.


The most common language spoken in Corrindale is Common, blended with the wu-kan's unique elven bent. This language is well accommodated to describing tastes and flavours, of the thrill of experience and the emotional highs one experiences, but has little art in technical language. In modern days, this has led to a large number of architects and designers learning to write and speak Draconic, as it serves a twofold purpose of aiding interaction with the Tattered Ear, and providing one with a language that has a far greater depth of mastery of technical terminology.


Without any contest, the most common religion in Corrindale is the worship of Sunmon'Tzu. Even those wu-kan who don't agree with his philosophical outlook frequently revere him and pay him heed. The wu-kan deity may not be as powerful or as protective as the major deities that shelter other races, but they hold a strong pride in his legendary ambition and rebelliousness. The Rapscallion Godling has been known to reincarnate himself at times as a wu-kan, and live out a life in their nation, running around and having adventures to slake his lust for them while still letting him pay heed to his people's needs.

The second most popular choice is divided amongst the wu-kan pantheon, headed by the Leaflord Erallabein Delfae. This is mainly due to the presence of Lysenseil and Grimspire amongst Corrindale's cities, where most citizens are devoutly religious.

Beyond that, the kobold citizens of Corrindale are almost universally godless, while the gnomish and halfling population revere their own pantheons of gods respectively. This leaves the human contingent of Corrindale to fend for themself, religion-wise, and they most often simply find a god they like and stick with them. Yojandur worship is common, as is (informal) worship of Schwarzstrom.

Major Settlements

Corrindale doesn't have many major settlements. A vast number of Corrindale settlements fall into a band of small cities, with a population ranging between 5,000 and 6,000. Furthermore, given their elusive nature and magical influences, it's entirely possible for a city to change location over the course of a month. This has given most cartographers who wish to accurately map Corrindale headaches, and most rely on outlining the most significant of major settlements.

Corhaven (Metropolis, 28,000)

The biggest city in Corrindale, by a fair margin, the city of Corhaven has become much less densely populated by only wu-kan, and has in recent years, adopted some human and halfling citizenry. Corhaven rarely trades with the Tattered Ear directly - the city is too deep in the woodlands of Corrindale - they instead barter with the outlying cities of Corrindale.

Corhaven can only be considered the capital city of Corrindale in that it's where a large number of the noble houses of Corrindale reside, and where the Temple to the ??? the only notable temple to Sunmon'Tzu, is placed.

Lysenseil (Large City, 12,000)

Technically a Corrindale city, Lysenseil is the largest settlement of Sun elves in the world. The "Crystal City" is supposedly constructed entirely of glass and crystal, and glitters like the eye of a god in the sunset; a dramatic and somewhat exaggerated description, to be sure. The description has some merit, however; the spires and towers of Lysenseil are colossal, inspiring buildings of opalescent crystal, who, in the sunsets around the city, cast dazzling spectra from horizon to horizon.

Lysenseil sits atop Grimspire the tallest mountain in the Corrindale forest; built and commissioned by a god, it stands as a barrier to the Deep elves and Deep dwarves of Khei'Szeiya. Daily, mercenaries travel up and down the slopes leading to the city's center, plying their trade in sword and spell, all loyal to the matter of coin.

Lysenseil is a hub for those with a warrior's skill who wish to hone either their weapon, or their own talents, with a bit of a magical edge. Many of the best weaponsmiths in the world work in Lysenseil, and many warrior-mages train within its walls.

Lysenseil isn't beholden to the government of Corrindale (such as it is), but is rather a theocracy, ruled directly by its god, Ioltoris of White, who issues monthly edicts to the Temple of The Sun. The closest thing Lysenseil has to a mortal ruler is Ioltoris' high priest, Yeillenae'yen Serernthis (LG Sun elf Male Cleric 7). Yeillenae'yen is a patient man, perhaps a little slow to implement Ioltoris' edicts in their spirit, but always compliant to the letter of the law.

Important Sites

Corrindale Forest has been host to thousands of unseen, unknown conflicts throughout the years. Originally, Corrindale Forest was owned by families of dragons, thousands-strong in their number, who warred across its surface without care for their devastating path. Once Sunmon'Tzu planted his nation of wu-kan, the dragon population underwent an almost immediate cull, being driven out of their land by hands divine and mortal. Magical artifice of draconic hands sometimes lurks in the woodlands of Corrindale, waiting to be discovered.


This giant basalt mountain rises out of the forest, and just before sunset and sunrise, casts its rainbow shadow around the valley in which it resides. Atop Grimspire lies Lysenseil, the Crystal City of the Sun elves - and within it boils an army of rageful elves and dwarves.

Grimspire's mountainside is dotted with mining outposts and mercenary camps, all waiting to be called upon by the city above - when new territory is claimed, the miners push forth, trying to find precious materials, and when territory is lost, the mercenaries rush up the mountainside, seeking to lend assistance.

The Emerald Straits

A strip of forest between the Mournglash Province and the Symeiran Earldom of Castleton, the Emerald Strait was known for ages as the place where mapmakers scrawled 'Here be dragons'.

The mapmakers were right. A teeming battleground between Mournglash's black dragons and Corrindale's dwindling Green population, the Emerald Strait is regarded as a no-go zone. Despite being no more than two leagues apart, Mournglash and Castleton do not trade.

Mournglash Province

Technically not a part of Corrindale, but not owned by Symeira or Kryphaneos either, Mournglash province is a swamped area that is home to the majority of Bidestra's half-orcs. Mournglash has a long psionic history, the land being claimed by the wu-kan from a cell of psionic aberrations, attempting to achieve a portion of the surface world for their own.

Mournglash is typically engaged in all times in a three-way territorial dispute, between the orcs, ogres, and half-orcs. Mournglash half-orcs tend to be tough, hardy individuals who have experienced hardship and loss.

Tzu's Sheath

In the hilled lands in eastern Corrindale, there lies a valley, hidden from normal travel routes. Populated by ogres, this valley hides the fallen star that was the source of Sunmon'Tzu's starmetal; the Sheath is still a source of valuable meteoric iron, of the purest Cold Iron in the world.

Adventuring in Corrindale

Travelling in Corrindale is hard. There are no highways through the forest - the best you can manage is the paths that the city-states of Symeira have - after much petitioning of the Border Guard - had lined with holly bushes, leading from open territory to open territory. Once you pass over those bushes, however, it's anyone's guess as to what you might have to deal with. The Land-Pirates of Corrindale often prey upon non-wu-kan caravans, there are thousands upon thousands of different monstrous beasts that travel the lands, and the more secluded areas of Corrindale even have lurking dragons, annoyed at their rude displacement.

The cities of Corrindale don't have the same urban air as other nations'; watchhouses are a relatively new idea, centralised military is less common, and the notion of a common, enforced law isn't well-adhered to. Instead, most often, those few large settlements that have to resolve crimes often do it by dint of duels or contests, or in particularly extreme cases, lynchings.

This same decentralisation also makes selling treasure hard. Corrindale's lack of a formal currency makes it difficult to sell art objects, and converting currency is almost impossible.

However, while the civilised side of Corrindale is lacking, the very nation teems with adventurous possibilities. An adventurer can travel in a straight line in Corrindale, from one edge to the other, and be almost guaranteed a fair number of fights and encounters that would sate his lust for adventure.

Adventurers From Corrindale

Corrindale's wu-kan often long for adventure in their lives. They will frequently close up shop, finish their commitments (and sometimes not), and then take off in search of adventuring prospects. The wilds of Corrindale hold many secrets, and it's sometimes too much for the chronically curious to leave unexplored.

Humans and half-elves from Corrindale most often live there due to their appreciation of this haphazard, adventurous lifestyle, and adventurers of these races often focus on the same freedom that this life affords them.

Other races in Corrindale often adventure for more material gains; the Dragon Ruins are the best example, drawing every type of warrior looking to test their strength against the traps and defences owned by Dragons themself.

Common Classes

Barbarians and Rangers are the most common militant classes in Kyngdom. Education is present, but not necessarily absorbed, and the ranger lifestyle - that of a warrior with a divine connection - is one that works well with the wu-kan mindset. Members of other races, particularly those who are not city-dwellers, take to the Barbarian class, to emphasise their independence and strength.

Clerics of the wu-kan pantheon are common enough, as are the occasional adherents. These are most often the product of cities, however, and those who prefer independence in the wild more often take to the druid.

Sorcery is a more common art in Corrindale than wizardry; while the wu-kan don't dislike book learning, they are more appreciative of innate talent, and encourage those with this talent to culvitate it themself.

Rogues are very common across Corrindale, though not rogues in the style of footpads and thieves. Rather, the rogues of Corrindale are dilettantes, wu-kan with a broad array of skills that let them turn their attention to many different possible tasks that take their interest.

Psionics is becoming more common in Corrindale, though that is primarily due to the influence of the Purple-Scale clan of kobolds. These hardy, psionically-inclined warriors of the mountains have helped other races to discover their own psionic potential, exploring the power of the mind for other race's benefits.

Copyright: Original content in this article is copyright © Talen Lee 2006-2008. -

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