The Kingdom of Tanniin is 6000 miles northwest of Fineekia, Ahiram's homeland. It is one of the few kingdoms that has managed to escape Baal's dominion, and its people pride themselves in a regal past hailing back to the Wars of Meyroon, when El-Windiir was freed from slavery by the Malikuun and made founder and first ruler of the kingdom.
Four mountainous chains hem the kingdom on all four sides, "like the spines of two conjoined dragons," stated Oreg in his memoirs. "This formation is definitely unnatural, and it is the fruit of high magic wielded before the Age of the Temple."
Tanniin borders the Empyreans to the east, Mycene to the southeast, Theromodon to the north, and Togofalk to the west. Its northern population is a continuously evolving melting-pot where legitimate businessmen might travel alongside spies and killers-for-hire. One would expect large cities on its northern fertile plain,
but centuries of invasions taught the northerners to live in a network of small hamlets backed by a maze of small caves along the Mayorian and Sormian mountains.
Two city fortresses stand guard: Hardeen to the east and Amsheet to the west. Formidable in size and girth, they dwarf the greatest of Baal's Major Temples and are said to burrow deeper into the mountains than any other structure -with the exception of the dwarfish realms. Like many of Tanniin's border cities, these fortresses have Fineekian names, leading many to believe the early settlers of the land were from Ahiram's land.
The capital, Taniir-The-Strong ("the strong one that gives light"), is centrally located along the western Kerian Chain and is overshadowed by the ruins of Taniir-On-High ("highest Illumination"), where El-Windiir's throne was first erected. A stone's-throw away from the city, one can find the five entries into the famed mines where the Games take place. A multilevel labyrinth of seemingly endless caves, the mines seem to span the length of the Karian Chain and reach to the very depths of the Earth. So complex is this maze that tourists are not allowed to venture into it without a trained guide.
Down south, beyond the two mountains' dorsal spines lie a hot and a humid land of marches, forests, and arable land. The folks in these regions are stocky, parsimonious in words, mind their own business, and do not take well to foreigners–which is surprising given that the four ports of Ora-Min, Mitreel, Tyramin, and Oranin, service ships from all over the world. Courteous and affable when left to their own affairs, the southerners could be quickly roused to anger when provoked or meddled with. Living outside the mountains' natural defences, they rely on an unassailable fortitude to weather invaders, patiently grinding down their enemy's will to resist and overtake them when they are at their weakest. This is partly why the mighty Temple of Baal has refrained from training its massive armada on the kingdom, preferring to weary its rulers by sustained diplomatic pressure.
I would be remiss if I did not mention Magdala, the Forbidden Forest. Legend has it that this patch of land tucked within the kingdom is one of the few places the Malikuun (the Lords of Light), have kept for their own use before leaving men to their own affairs, presumably after the end of the War of Fires and the beginning of the Great Explorations. The people of Tanniin consider Magdala holy and revere it with a great sense of awe and terror; shepherds, who are the living memory of the kingdom, do not recall the name of any man or beast who set foot in Magdala and came back to tell a tale.