Kallon Kallon Province Kallon Engineering University and Work Study Kallon School of Magick
"Kan Din Reise Vaere Aldri Slutter" "Kan Turen Vaere Kort" "Kan Turen Bli Hyggelig" Karol
Ka' Rusge Ka' Tal Abbey of Katarina Katonnan
Kavendar Kavendar City Kavendarian Kempa
Kemp Salt Fields Kenda, Continent & Country Kenda Dagger Kenda Sea
Kendan Kent Kent's City The Kent University of Magick
Kentar Drums Killing Field King's City Kingdom
Kirk Icehouse Kirsk County The Kisa Constellation The Shrine of KISA-DAR
Kisda Kisda Plateau Victor Von Kismetton Kite Engineers of Azin
Klenton Knee Knight Admiral Knight General
Knight's of the Court Knightly Orders of Alquennas Knightly Orders of Azin Konung
Korron "Krysse Veier" "Krysse Veier Alene" Ku
Kurere Anlegg Kurfun


Kallon - Kallon is the second largest city in Azin.
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Kallon Province - Kallon Province is one of the provinces of the country of Azin.
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The Kallon Engineering University and Work Study - The Kallon Engineering University and Work Study was established in TK 500 to take advantage of the abilities of the Kallon Military Engineering Column who had performed several engineering miracles in the recent previous years.

The Military unit broke into five groups. Each group began to teach students their craft. In TK 560, the Lord Mayor of Kallon had raised enough funds to build the permanent home of the Kallon Engineering University and Work Study. It was decided by the King of Azin to retire half of the Kallon Engineering Column from active military duty to allow them to teach full time.

Over the years, the University and its staff have grown. The University is the official training School for all Azin Military Engineering troops as wells as civilian engineers.
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The Kallon School of Magick - The Kallon School of Magick was established in TK 600. It is located one mile east of the city of Kallon.
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"Kan Din Reise Vaere Aldri Slutter" - "Kan Din Reise Vaere Aldri Slutter" is dwarven for "May Your Journey be never ending"
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"Kan Turen Vaere Kort" - "Kan Turen Vaere Kort" is dwarven for "May Your Journey be Short"
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"Kan Turen Bli Hyggelig" - "Kan Turen Bli Hyggelig" is dwarven for "May Your Journey be Pleasant"
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Karol - Karol is a Port City in the Haeflin country of Carwin on the southern coast of the country. Karol is the largest port on the continent of Xendarna.
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Ka' Rusge - Ka' Rusge is a town in the Province of Sabure in the Ariddia region of Terralen.
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Ka' Tal - Ka' Tal is the provincial Capital of the Province of Sabure in the Ariddia region of Terralen.
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Abbey of Katarina - Abbey of Katarina is the provincial capital of the province of the Forked Mountains in the country of Azin.
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Katonnan - Katonnan is one of the eight countries that make up the continent of Mednadda. During the Fourth War with the Horde, the Greater Lych that had proclaimed himself absolute ruler of the country allied Katonnan with the Horde. The Greater Lych promised the Horde 30 million undead soldiers to do their bidding. The Greater Lych resorted in trying to turn his people into the undead army the Greater Lych was stopped by the Alliance of Nations. Currently (TK 1048) the country is rebuilding with a Human Duke leading the nation into an era of light.
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Kavendar - Kavendar is one of the six countries of the continent of Terla. The capital city of the country of Kavendar is called Kavendar City. The country is a Haeflin Duchy currently (TK 1048) ruled by the Duchess Dorrana Canvars. For additional information, please see the World Atlas:Terla.
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Kavendar City - Kavendar City is the Capital of the country of Kavendar on Terla.
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Kavendarian - Kavendarian is a term to describe a citizen or an item or an object from Kavendar.
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Kempa - Kempa is a town in the Province of Sabure in the Ariddia region of Terralen.
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Kemp Salt Fields - Kemp Salt Fields are the largest salt fields on the continent of Terla. Several tons of salt are harvested from these fields weekly.
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Kenda Continent
Kenda Country


Kenda - Kenda is the name of one of the 12 declared continents of Alquennas. It is also the name of one of the countries on the Kenda continent. The council of Dukes rules the country of Kenda. For additional information, please see the World Atlas:Kenda.
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Kenda Dagger - Kenda Dagger is one of two mountain ranges on the continent of Kenda.
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Kenda Sea - Kenda Sea is a sea that is located between Kenda and the Isle of Trista. It is one of the most heavily traveled sea routes in the world. In the center of the Kenda Sea is the Island of Storms. For additional information, please see the World Atlas.
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Kendan - Kendan is a term to describe a citizen of Kenda. The term Kendan is also used for goods and Items from Kenda.
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Kent - Kent is the province of Azin currently ruled by the Duchess of Kent. It borders the Wasteland of Azin to the south, the province of Maderia to the east, the provinces of Aurora and the Forked Mountains to the west and the Azin capitol region to the north. This places the province in the middle providing great opportunities for commerce and acting as a conduit for the exchange of information and ideas. It has also been discovered to be a great mineral storehouse as well.

The province of Kent is ruled by the Duchess Ellime' Ath Silver Oak. The other nobles of Azin call her the Velvet Covered Silver Gauntlet. She was appointed as one of the Constables of Azin. The Duchess' primary philosophy is to maintain balance with the land. She believes that If the land is healthy, so too will be the ones she rules. It has recently become a focal point for much construction due to several great projects taking place within its borders.
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Kent's City - Kent's City is located in the Royalty County in the province of Maderia in the country of Azin.
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The Kent University of Magick - The Kent University of Magick is the newest of all of the Magical Universities of Azin. It was established in TK 1050 in the city of Arketton, which is the provincial capital of the province of Kent. The Duchess of Kent runs the school.
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Kentar Drums - Kentar Drums are Horde Ceremonial Drums used in a wide variety of religious rights and in war. These drums are usually grouped in twos or fours. They require a platform with dozens to hundreds of slaves or Calton to move the platforms. The drums are round in shape and range from 4 feet to 8 feet in diameter.
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Killing Field - A Killing Field is the area between the outer ward wall and the inner wall of a castle. This cleared area allowed the defenders to attack the attackers in safety once the attackers broke through the outer wall. The Killing Field did not provide any cover for the attackers. A Killing Field is also a cleared area around a defensive position that provides an unobstructed view for the defenders to fire missile weapons at an attacking force. The Killing field around most defenses on Alquennas is 1,000 yards. As an example the Killing Field around the city of Dresden in 1,400 yards. This allows the clear unobstructed view for the city defenders to sight in their bolt and stone throwers.
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King's City - King's City is located in the county of Royalty in the province of Maderia in the country of Azin. It was established in TK 1047 by the duchess of Kent in honor of High King Rene' Nari' of Azin.
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Kingdom - Kingdom is the name of the language spoken by the people of Azin and her settlements. It is derived from the language of the Gallison Estralla Empire and as time has passed it has borrowed, taken, and followed into a dark alleys, beaten up other languages and taken words and structure from them. In non-gaming terms, Kingdom is equal to the English language that came from Latin.
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Kirk Icehouse - A Kirk Icehouse is a term used to describe a style of Ice House designed by Rudolf Kirk in TK 739. Kirk discovered that using sawdust, as insulation in an icehouse would keep the ice frozen for a great amount of time. The normal rate of melting was over 500 pounds a day with a non-insulated icehouse. With sawdust, the insulated icehouse the loss of Ice by melting is less than a pound a day, even during the hottest summers of Azin. They are also known simply as Kirks or Rudy's.
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Kirsk County - Kirsk County is one of the counties in the Azin Province of the country of Azin.
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The Kisa Constellation - The Kisa Constellation is one of the constellations of the South Polar Region of Alquennas. It is comprised of 17 stars. Kisa is ancient Kingdom that translates to the word Kitten that was used as a term of endearment to a female, usually a member of ones family.
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The Shrine of KISA-DAR - The Shrine of KISA-DAR is dedicated to the Horde Goddess of the Hunt. She is also the keeper to the Gates of Hell. The underworld is where the souls of the Horde victims and the members of the Horde that have failed the Exalted Woman go. The shrine contains many artifacts. The most prized artifact interred in the Shrine of Kisa-Dar is the Armor of the Dark Lord. The Dark Lord was Kisa-Dar's mate. The goddess Kisa-Dar adored the Dark Lord with all of her power.

Kisa-Dar bargained with Tishan the Horde God of Artificers to create a suite of armor that would protect Her Dark Lord in battle. The armor protected the Dark Lord in many battles. An Elven archer murdered the Dark Lord just after he removed his armor. The armor rests in the place of honor within the shrine waiting for the Dark Lord’s return.
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Kisda - Kisda is one of two countries that make up the Northern Shield of Alquennas. The Northern Shield is the northern most land mass. The North Pole is located on the Northern Shield. For additional information, please see the World Atlas: Northern Shield.
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Kisda Plateau - Kisda Plateau is the location of the capital of the country of Kisda. The city takes its name from the plateau.
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Victor Von Kismetton - Victor Von Kismetton is an emerging strongman from Talis. He is a baron whose county has recovered faster than any other county in the country. He has been asked to join the ruling council of Talis by the other members of Talis.
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The Kite Engineers of Azin - The Kite Engineers of Azin use kites to move objects. Some of the objects are several hundred tons. The Azin Kite Engineers came to be from the Haeflins discovering ancient texts on glyphs from the Gallison Estralla Empire that depicted the builders, and engineers of the Gallison Estralla Empire using kites to move and emplace large objects some weighing over 22000 tons. The Haeflins discovered the glyphs in the Azin summer of TK 1038 in the heart of Terla.

Historical Notes:
49th day of the year TK 1048
The Kite Engineers of Azin announce that they have successfully moved a 500-ton granite obelisk from its quarry in the northern Wasteland to its resting place at the southern gate of the city of Kallon. They accomplished this with only the use of a sledge and their kites. The distance traveled was an amazing 326 miles. This journey took 70 days to complete and three days to erect the obelisk. Please note the obelisk is part of the Azin defensive imitative started in TK 1039.
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Town of Klenton - Town of Klenton is one of the towns in the country of Armorose in the province of Kent in the country of Azin.
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Knee - Knee or Knee-Piece is a term to describe a curved piece of sturdy wood that is used in the construction of the framework of ships. The pieces are normally large trunks of an oak.
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Knight Admiral - A Knight Admiral is the position of the commanding officer of a noble's naval forces. A Knight Admiral may or may not be in charge of the noble's merchant fleet. The term originated in Azin, however many nations use this title, including Kenda, Terralen and many others.
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Knight General - A Knight General is the position of the commanding knight of a noble's land military force. A Knight General may also be a noble's First Knight but does not have to be. The term originated in Azin. However many nations use this title, including Kenda, Terralen, and many others.
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Knight's of the Court - The Knights of the Court is a formal court dance created in Kenda.
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Knightly Orders of Alquennas - There are two knightly orders that have member from all the races and nations of Alquennas. They are the Order of Gallison and the Order of the Moons.


Order of Gallison
In TK 90, humans and elves began to work together to save themselves from hunger and bandits. The Order of Gallison was created to connect the Elven archers with the human knights.

Order of the Moons
In TK 850, the Moons of Alquennas saved a band of knights as they led the knights to safety. The knights formed the order of the Moons to show their appreciation and gratitude. They are based in southern Azin and Kenda. Their loyalty is now as it has always been to the people of Alquennas.

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Knightly Orders of Azin - There are several knightly orders of in Azin. The following list is the list of the officially sanctioned Knightly Orders of Azin that are recognized by the crown in TK 1049.

Her Lady's Own
In 1018 TK, King Darius Nari’ formed a special corps of Knights to protect the Queens of Azin. They serve with honor and courage. They are never seen, however they are always around the High Queen of Azin.

Order of the Battle Mage
This is a Magical Order to which every Battle Mage of Azin belongs. This includes the Princess Mikhaila Nari'.

Order of the Blue Rose
During the Fourth War with the Horde, this order was assigned to protect Princess Mikhaila Nari’ from harm. What the King failed to inform the Order was that if Princess Mikhaila was in need of help or assistance, then the situation was dire. The Order accompanied Princess Mikhaila to the fields of Dresden whereupon 10,000 Great Orcs and 20,000 Orcs greeted the 50 knights of the Order and their 5000 men-at-arms. The Order of the Blue Rose protected Princess Mikhaila until they realized that the Horde angered her. It is at this moment in history that it was made public that Princess Mikhaila was indeed a Battle Mage. The Horde forces on the Field of Dresden lost. In fact, they lost badly.

Order of the Castle
This Order of knights is comprised of Knightly Engineers. Their motto is "Build Anything, Anytime, Anywhere, FAST." They are also known for their inventiveness. The Order of the Castle is the home of the Kite Engineers of Azin.

Order of the Emerald Rose
This Order of knights is comprised of both magical and non-magical knights. This Order is responsible for protecting the water resources of Azin and her settlements.
Order of the Flame
This is a Magical Knightly Order that reports directly to the Arch Magus of Azin.

Order of Glory
The members of the Order of Glory believe in the glory of single one on one combat with a foe worthy of the honor. It is no wonder they also are called the Knights of the Single Combat. The knights of this Order spend most of their times escorting people of important stature within the country of Azin.
Order of the Hammer
This Order was started in the Highlands of Alquennas (Northern territory of Azin) and their weapon of choice for melee combat is the Hammer.
Order of the Iron Fist
Lord Heinrich formed this fighting order in 1034 TK. They serve as his long arm of justice and honor.
Order of Ironstone
The Order of the Ironstone is a magical Order of Knights that have studied under the Dwarves and under the Human mages of Azin. They report directly to the High Queen of Azin.

Order of Katrina's Abbey
The Order of Katarina's Abbey was once known as the Order of Horde Bane Abbey. The name was changed to honor the much beloved Dowager Queen Katrina Nari’ when she passed. The Knights of the Order are called "Stone Knights." When the Stone Knights die, the amulet they wear transforms them into a stone statue.

Order of the Light
The Order of the Light is a Holy Order of the Religion of the Lady of Light (old pantheon religion) that serves the High King and Queen of Azin.
Order of The Robe
This is a Holy Order dedicated to the religion of 'The One True God'. The Order reports directly to the Cardinal of Azin.

Order of the Rook
This Order of knights is comprised of Knightly Siege Engineers. Their motto is "Even if the Gods built it. We can destroy it." They have been used to defeat the most impressive of fortifications in all of the realms. They Report to the Constables of Azin.

Order of the Ruby Rose
This Order of knights is comprised of both magical and non-magical knights. This Order reports directly to the Minster of High Justices of Azin.
Order of Saint Christopher
Also known as the Knights of the Long Patrol, the members of the Order of Saint Christopher are charged with protecting the gateways into Azin. These gateways include the Gate Portals to the city of Azin as well as the waterways that connect Azin to the rest of the realms. Each Knight of the Order of Saint Christopher commands 200 men-at-arms, 250 freemen archers, and 300 freeman support laborers.
Order of Saint Michael
This is a Holy Order dedicated to the religion of 'The One True God'. The Order reports directly to the Bishop of Kallon and is stationed at the Holy Fortress of Kallon.

Order of the Sapphire Rose
This Order of knights is comprised of both magical and non-magical knights. This order reports directly to the High King of Azin.

Order of the Sea of Sand
This Order was created from Knights that served in the deserts of Alquennas. They learned techniques for surviving and fighting in the deserts of the realms. They serve House Tully.

Order of the 12
This Holy Order is named for the 12 Companions of the Savior of the religion of The One True God. They are charged with protecting the records of the religion


Note:
The list above is about 30% of the active Knightly Orders of Azin. They do not include unaffiliated knights.
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Konung - Konung is the Dwarven Word for High King.
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Korron - Korron is a town in the Province of Sabure in the Ariddia region of Terralen.
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"Krysse Veier" - Krysse Veier is dwarven for Cross Roads.
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"Krysse Veier Alene" - Krysse Veier Alene is dwarven for Cross Roads Traveler.
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Ku - Ku is the PolCan god of War.
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Kurere Anlegg - The Dwarves of the White Mountains discovered the Kurere Anlegg (Cure Plant) at the base of Mount Azin in the Kallon province in TK 950. It has curative powers that changed the way healers dealt with venom and poison victims throughout the realms. The Kurere Anlegg is a plant that thrives well from sub tropic to sub tundra environments. The plant grows from four to five inches a year. It has seven leaves with White and Orange flowers. The flowers of the Kurere Anlegg can be made into a tasty tea.
However, what healers seek are the leaves. If one quantity of the leaves of the Kurere Anlegg plant is taken, ground, placed in water, and steeped for an hour, then a mixture is made that will cure any venom bite from any non-magically enhanced creatures. It will also slow effects from the venom of magical and/or magically enhanced creatures. The same mixture will halt the spread of a poison that has been introduced into a victim and will cure non-magical and non-magically enhanced poisons.
If a User of Magick enchants a quantity of Kurere Anlegg leaves and uses it in the same type of mixture, the result will then cure most magical or magically enhanced venoms and poisons as well as non-magical ones. However, even then, Kurere Anlegg will not cure Hydra poisoning. It also will not cure any of the poisons or venoms from any draconic beings whether of the lesser dragons or of the great dragons.
Kurere Anlegg is magically rated at MR 3; Magical Element Earth and Fire. It cost ¾P per quantity for the leaves and ½P per quantity for the flower petals. A plant that can be transplanted costs 2P each.
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Kurfun - Kurfun is a town in the Province of Sabure in the Ariddia region of Terralen.
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