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Infinite Lands
The Allied States of Hallinder


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Regional background:

See Nation History and Timeline.


Nations History:  Hallinder was a small nation about 180 years ago. Made up mostly of humans, the small nation was threatened by enemies to its east. Being a newly founded frontier nation that had finally made it to the ocean, it was regarded as valuable by many of its neighbors. The only reason that they hadn't attacked and claimed a piece of the prize was the other 4 nations that were allied with Hallinder and that, together, they were comprised of a strong force of men. Faced with enemies to the east, barbaric tribes to the north, and unfriendly desert terrain to the south, labor was in short supply. Hallinder soon legalized slavery and began to attack tribes that wondered in their lands. Soon thousands of barbarians were enslaved. It wasn't long before all 4 of the other nations followed. With slaves it soon became apparent to the outside world that these nations might be worth the time to look into economically, but each one was far too small in profits to consider such a thing. The nations needed money in order to fund their armies to prevent an attack from the outside world, so they did the one thing that seemed to be the only option; they joined together, becoming The Allied States of Hallinder. It was so chosen that Hallinder would lead the new nation because of its strengths. It was the strongest military and economic nation of all of them. The loose federation has stayed together until this day.


Historical Iconic Characters - Nalindar Brilland-tyrant of the northern state, Villim Yuni-the man who freed the northern state, Hilin Bilp-The man who single handedly managed the alliance between the states, Vicktor Delnor-The man who suggested slavery, Allina Yulos-First female leader of Hallinder, first represenative of Hallinder in the council, See current rulers in Recent Events.


Recent Events-  It is only recently come to be that slavery has been looked down on. Since the population has risen, and the country is now able to defend itslef, slavery is becoming less and less neccisary. The 2 purley middle states are the ones to look down upon people the most for using slavery, although it is still thought of as ok for mining as long as the slaves are treated well, something that is normal all through the country.

The ruler of Sime Ti recently died, he was filled in by Balgras Townshed. Balgras views the south as unconquered land and is pressing for the immediat military campaign. Many view this as an uncessiary loss of life.

Currnet Rulers:
Sime Ti: Balgras Townshed
Telpith: Halan Burgouise
Belgiron: James Lionmane
Hallinder: Zalous Gilp
Gitinith: Relgoth Vernith


            Type - Magrocy

            Structure - 

The Allied States of Hallinder are ruled over by 5 mages, one from each state. The mages come from a long line of academic genius from that states' university. Whenever one mage resigns or dies, magical duels take place to see who is strong enough to continue on to represent the state. The people enjoy watching these duels, although they have never had a chance to even help decide who will become leader. Once decided, the mage is sent to Glinith, the capital of the Allied States. From here the council decides on issues that need to be discussed. They make arguemts for and against it for days, utnil a majority is reached. Some major issues may take months of debating before the sides are happy with the conclusion of the amount of knowledge they now have on the decision.


The wizards are chosen from the following schools of magic:

Deneir Peak-Hallindar
WUG (Wizards' Univeristy of Gitinith)
The Sand-Sime Ti
Donga Estate-Belgiron
WSS (Wizards' school of Solitude)-Telpith

Upon the resignation or death of a council wizard, a current resident of that state's university is to be chosen. Duels, tests, and then a vote decide who will become the new council member. This only applies to those who are currently in the university, and none others.. Whenever a new member is voted in, he is given 2 months to gain the knowledge of what has been going on. Most follow from the school anyways.

The council is the ultimate law of the land. Below them are the military officers and the judges. Both are allowed to make decisions about local issues. Lawyers are next in line. They give advise to judges, people, and officers. They may also make arrests.

Politics - Politics in this nation are strange compared to others. Council members do not worry about what the public wants, but rather what is best for the nation as a whole. Most council members try to pass political decisions in hopes that it will make him be remembered as a good council member. This ideal has led to many experimental ideas.


Legal System - The legal system of The Allied States has a level system. The first level is placed upon the officers of guards or the military. They may arrest and place a judgment upon a person. That person is then put in prison.


Most of the time, cases that make it to the second level are more serious crimes, such as murder, embezzlement, treason, etc. At this level, a judge will see evidence, eyewitness accounts, and hear from both the prosecution and the defense. He then makes a decision. Judges all take cases that make it to the second level.  If this decision doesnt seem appropriate, or the judge decides the decision is over his or her head, then he or she may pass it to the next level.

The next level of the legal system is left up to the Council Member of the state. He may pass judgment as the judge did, or he may believe it more serious and bring it before the council itself.

The council is the highest form of the law. What they decide is final, unless they pardon the crime later.



Theological History - When the countries were first created, each had something in common, the fact that they were ruled by mages.  This quickly led to the worship of Denier, the god of knowledge.  Different gods and goddesses were worshiped throughout the region, but he was the main one.  After the states unified, Planter and Chani got firm holds on peoples minds.  These three are the most worshiped religions through The Allied States.  See timeline for information on 'Dark' religion banning.



Recreation - Recreation for many people is a game called Malchilet.  It includes a wooden paddle about 2 feet wide.  A ball is passed between a large number of people.  The object is to not get hit, and those who do are out.  Usually a game is with about 10 people.

Arts - The arts of the culture rest purely in its magic, although many have taken up the art of breeding and competing exotic animals.

Holidays & Celebrations - Tarskh 16th is celebrated as 'Unification Day', Kythorn 6th is celebrated as 'Civilization' day.  It was the day that the Allied States drove the barbarian hordes back.  Flamerule 20th is celebrated as the day Nalindar Brilland was eliminated (only celebrated in Belgiron). 

            Calendar - Universal

Styles - The people here have little taste for styles.  They dress practical for their jobs. 

            Sociology -

Diet - Costal Areas- Generally fish and Vegetables.  Central-Vegetables and beef.  Eastern- Fowl, venison and vegetables.  Southern-Fowl, venison.  North-Vegetables and beef.

Transportation - Lots of people use the Donga River to get from the east to the west.  To go south or north, mostly paved roads are used.

Race and Creed - Mainly humans, although small amounts of the various other races do live here.  Racism is almost non-existent, and most people mind their own business.

Iconic Characters -  See current leaders in Recent Events.  Not a lot of people have big names in The Allied States.

Superstitions and Cultural Beliefs - Superstitions are almost non-existent, and those that are, are rarely used by any amount of people.  The culture itself believes that anyone who can help the community is a good person.  They believe in working hard, or being good at getting slaves.  They also like justice and people being treated well, although, they don't tend to get into other peoples business.         


Life Events

            Births - 35,000 births a year

            Childhood - Between the ages of 5-9 for a boy and 6-11 for a girl

            Adolescence - 10-14 for boys 11-14 for girls            

            Adulthood - 15+ for boys and girls

Death - 40% of children die between age 0-4, 20% between 5-10, 10% between 11-20, 15% between 21-30, 30% between 31-35, 45% between 36-40, 65%+ for people above 40.



Base education is given between the ages of 6-10.  Here children learn how to read and write.  They learn basic math (addition and subtraction), basic history, and career choices.



            Monetary System - Universal Coin System

            Imports - Iron, Exotic Animals, Slaves

            Exports - Slaves, Spices, Lumber, Gold, Silver

            Taxes - 3 Silver Pieces

            Industry -

Fishing - Fishing is the major economic activity, and what feeds most small villages and port towns.                                   

Agriculture - Agriculture is found mainly in the northern state and the very central states.  It feeds the majority of people.                       

Mining/Lumber - Mining is used as a major export, bringing in the most money.  Lumber next in line.

Livestock - Livestock, both normal and abnormal, roam the central and northern area.  They are the main source of food in the north.

                        Crafts - No specifically different crafts are produced here.



Astrology - Astrology is not highly used in The Allied States.  Usually universities will offer it so that a wizard may learn to cast spells that depend on the placement of the stars, but other than that, it is not a major part of their culture.


Magic is abundant in The Allied States, especially in the Arcane form.  The skill has extended to a very small percentage of common people who can cast a few minor cantrips, although usually the spell is imperfect.  Many wizards in universities have begun to magically breed animals.


            Idioms, Sayings, and Phrases - "I'm as trustful as the dark man guide, promise!" 

                                                                "Sweet dragons of the north..."

            Alphabet - Common

            Dictionary& Grammar - Common


Organizations (Knightly Orders, Guilds, Underground Societies, Etc.)

            Name - The Order of the Protectors of the Word

Description - A purely wizard order.  It is made up of strong wizards who have left the university society.  These wizards could all be members of the council, but prefer to protect the country instead.

Requirements - Must be at a least 10th level Wizard.  Alignment must be any non-evil, non-chaotic.

            Hierarchy - Random Caster, Novice, Experienced User, Master, Grand Master

            Emblem - The states, with the eagle in the middle, surrounded by a ray of magic.

            Motto - "Magic rules this country, it also protects it."

Responsibilities/Jurisdictions - All members must help the guard or military whenever possible.  They are required to find and destroy lawbreakers.

Oaths & Loyalties - "I, a wizard of the Allied States, hereby give up all rights to be a council member, and take this oath to protect the country.  I will found corruption and expose it.  I will find those who seek to harm others, and bring them to justice.  I will do whatever necessary to aid this country, and will do whatever my superiors ask, as long as it fits within the rest of this oath."

            Ceremonies - None

Benefits - The people recognize and trust The Order.  Innkeepers commonly hand out free room and board to these people, along with services ranging from a free shoeshine to a discounts on items.  All of this, though, is purely voluntary by the public.

Dismissal - Should a member fail to live up to his oath, he shall be removed from the society.  He is immediately tattooed as a failure to of the order, and is commonly showed the exact opposite of what the benefits are. 



Militia - The militia is made up of lightly trained citizens.  These are normally used for town guards or other mundane jobs.  These are the last organized military units to go into battle, and only if necessary.


            Type of Unit (Light Infantry, Heavy Infantry, Cavalry, etc.) - Light Infantry

Hierarchy/Naming Conventions - (from worst to best) Guardsman, Lieutenant, Captain, Overseer, Quester, General

                                    Emblems - An eagle over the state that the militia belongs to.

                                    Mottos - "Protect the streets to protect the homeland!"

Uniform Chain shirt with the emblem on the heart.

Armament - Standard guardsmen carry shortspears and large wooden shields.  Lieutenants carry longswords and large wooden shields.  All others have their own choice of weaponry.  All militia wear chain shirts.

Responsibilities/Jurisdiction - Guardsmen work 4 days a week on a rotational schedule.  The days are split into 4 6-hour shifts in which individual guards work two.

                                    Ceremonies - None

                                    Benefits - 5% tax deduction per rank achieved.

Dismissal - Should the member carry act a crime against the government/state/city, he shall be stripped of rank, duty, and benefits.  He will be imprisoned for however the term of that crime is normally.

                                    Headcount - 25,000              

Army - The army is a variety of people from different walks of life.  Many are drafted, but a good-sized number are volunteers, here to serve their country.  They receive heavy training, and are given much precedence over the Militia.

            Type of Unit(Light Infantry, Heavy Infantry, Cavalry, etc.) - All

Hierarchy/Naming Conventions - Private, Lieutenant, Captain, Elite Captain, Commander, General

                                    Emblems - An eagle over all 5 states.

                                    Mottos - "Ally will stand by Ally."

Uniform - Dress uniform is a simple dark blue pair of pants and shirt.  Officers get a gold trim. 

Armament - The armament depends on what type of soldier it is, but at the point of Captain and above, any weapon may be picked so long as it is suitable for his job in the military.

Responsibilities/Jurisdiction - The job of an army soldier is full time.  Drafted men stay for 2 years, while volunteers may leave as long as they are not need at the front.  Soldiers train most of the time, but occasionally get to go on a weeks worth or more of patrol duty.

Ceremonies - A small banquet with each promotion, starting from Captain on.

Benefits - When he returns to civilian life, the soldier is given a job in the Militia, or a job in the government right off the bat.

                                    Dismissal - As Militia.

                                    Headcount - 75,000

Navy - The navy of The Allied States is small.  Mostly used for exploration or in escort of important people and cargo, the navy has not seen battle in its long history.

            Type of Unit(Light Infantry, Heavy Infantry, Cavalry, etc.) - Sailors

Hierarchy/Naming Conventions - Private, Lieutenant, Skipper, Captain, Commander

                                    Emblems - Eagle over the water.

                                    Mottos - "The great unknown will not destory us!"

Uniform - White top with blue pants.  White bandana.

Armament - All sailors are armed with cutlasses and a dagger.  Some have bows and crossbows equipped.  All sailors wear padded armor.

Responsibilities/Jurisdiction - A sailor is to stay at sea for long periods of time.  He trains in speed for various activities, swimming, the use of the cutlass and dagger, and occasionally archery.

                                    Ceremonies - The promotion of a commander.

Benefits - May receive a ship and small crew upon leaving the service.  They will be hired to pirate other ships that are enemy or explore for new land.

                                    Dismissal - As Militia

                                    Headcount - 10,000



Borders - Shares a border with (the nation to the north of it, 3 nations to the east.)

            Landmarks - Donga River, Dark Mountain, The Flatlands, Endless Coast

            Significant Areas - The Dark Mountain, Forest of the Middleland

Other- The Allied states enjoy a nice medium. With temperatures averaging from 75-80 degrees, the area has lush forests; rolling hills, clear rivers, and beautiful grasslands. The middle is made up mainly of forests and hills. The Donga River flows through the middle of the country, flowing to the ocean on the other side of the country. Many smaller rivers and streams feed the Donga as its waters head into the ocean. The there middle states are Hallinder, Telpith, and Belgiron. Hallinder stretches all the way across the nation, while the other two touch the eastern border, but only make it halfway. Thus all three of these nations enjoy the forests and hills. These three nations also enjoy a small mountain range close to the eastern border. These dark mountain contain huge amounts of gold and silver in them. They also provide a nice wall against the eastern countries.

To the western coast, there are mainly long grasslands until you get to the shore. The long sandy beach stretches on and on without interruption for hundreds of miles. Explorers have gone far to the north, and those that returned have not mentioned a single stop in the sandy beaches. The grasslands provide a long flat area. Ranchers use this, but instead of moving cattle from one area to another.



Population - 436,000

Racial Makeup - 85% Human, 5% Half-Orc, 4% Dwarf, 3% Halfling, 2% Elf, 1% Gnome

Alignments - N, LN, LG

States -


Sime Ti




Cities of Importance -

Nalis- 23,000

Glinith*- 43,000







Blue Creek-9,000




Balnats Eair-15,000




Free Rain-12,000



First 5 are the 5 capitals of the States



Ralnor=Sime Ti




By Christian Winfield.  Edited by John Kirk