Tamerlane Flag

Some Key Points About Our Kingdom

  • The Kingdom of Tamerlane was established, March 14, 2007.
  • We do not require a hud to roleplay, as many of us prefer to freeform our RP for realism. Most of us do use Alkaia Exonar's Free Comprehensive Dice HUD to decide outcomes so we don't always win! Always winning is boring and not realistic!
  • Many of us use a titler over our heads to show what our RP character's name is instead of using a display name. So please look for that!
  • We participate in Legendum, and are members of the Damned Ravens Guild.
  • Many of us are in the Bloodlines Clan of Damned Divine. We allow flag planting and searching for mats with the Legends Huds, and have a dedicated building for Bloodlines, a bar, vendors, and resting areas. You will find that building located on the market second tier between QnC and Allusions. We do not allow poaching or spamming of any kind.
  • We are a member of the SLTA, and the SLMGA since 2011.
  • We participate in Jousts, Melee, Archery, and Magic Tournaments

Kingdom Overview

The Kingdom of Tamerlane is set in medieval times; it has a shaping force of brawn, with a strong military presence. Our races are many, and no one race is predominant. We are currently in our world's 5th age, which is the equivalent of CE 1100s.

Our Kingdom is surrounded by oceans on all sides. To the North, we have the Vidhyst Sea, to the West, we have Sea of Forlorn Souls, to the East we have The Sea of the Rising Sun, and to the South, we have the Nyhalst Ocean.

We have a temperate climate, actual winter, with forests and swamps.

Our current frequent trouble is magical disasters, and the Scholar’s faes getting let out of their cages.

The wilds of Tamerlane are about 75 percent of our region. Our wildlife is ubiquitous, and hunters are often found here helping to keep the population down. Our wildlife will fight back, so be on your guard!

Our resources are abundant, and we are widely known for ore and stone. Tamerlane’s Dwarves see to that! Our fishing and hunting industry is robust, allowing plenty of food for winter storage. Our farming industry is trivial, and trade is made to obtain enough produce and grain for our Kingdom. Tamerlane also excels at its custom meads and brews.

Tamerlane values a close family bond highly. Our citizens, no matter what race, are cared for and taken into the community as part of our family. We have the “it takes a village” mentality. Tamerlane is known for its love of music, dances, and medieval sports, which are also our favorite entertainment.

We are proud to say we have virtually no discrimination issues, choosing to be open-minded to all. Our biggest taboo here at Tamerlane is harassment of any kind. Our Queen forbids it, and if caught, you will find yourself in the stockade. With that said, our respected professions are Warriors and Scholars.

Tamerlane’s economy is stable and growing. Our major exports are Textiles and Weapons, our imports are produce and grains. Wealth is dependent on how much you work for it, be it opening a shop and creating wares, participating and winning tournaments, or offering your skills of specific natures to the betterment of the Kingdom.

Tamerlane’s military is powerful, and our primary focus is on protecting our lands, jousting, and other sport. Our soldiers are volunteers or recruited, with rank being gained as you earn it and complete training, include elite status, such as Ranger or Knight.

Water way names are © Inara Reynolds, and used with permission.

Kingdom of Tamerlane Areas

The Kingdom of Tamerlane is a vibrant, thriving roleplaying realm. Its lands are as wild and varied as its inhabitants. It is a vast continent surrounded on all sides by 4 different seas and with varied terrain throughout. In the center of the the Kingdom is The Keep located in the capital city of Thylallume. Queen Bri presides from there.

To the west, wind-swept mountainous areas spring up. This is Kum Dural, the home of the dwarves. Their mines dot the mountains and it is rumored there is a shaft to them from the civilized area of the capitol. It is a treacherous area with danger and treasure around every corner.

To the south, an extensive forest sprawls lazily across the countryside, covering much of the wild topography. These are the lands of the elves, mysterious and magical, they are excellent allies.

West of the forest, the earth gives way to a marsh and eventually, a small islet is cut off by a channel. This is the fen of the pirates. More than just treasure is buried there and you best be quick with a sword unless you want to be buried as well.

On the eastern side of the Elven Wood lies a mysterious, fog-enshrouded land. Those who are brave enough to venture there return with tales of magical storms, scary nights, and even demons. Many do not return.

East of the capital city, lay dense farmlands. The land is rich and fertile but does not provide enough for the kingdom. However, that farmland gives way at the edge of the forest to a large graveyard. Too many reports of creatures that are not of this earth have been reported lurking around the resting place. Many say it is not final. There is telling of a strange light that can be seen burning in the graveyard. A small ranger camp stands guard, protecting travelers as best they can.