Tilir is a large country located at the northern side of the continent of Ilsiola. It has everything one could wish for - wild forests and open moors, tall mountains and a sprawling seashore, fertile lands and swift rivers. Tilir's climate is mild thanks to the warm streams along the shores, but winter can be bitter, and in the mountain-tops cold winds blow in mournful voices and blizzards of snow blind those who dare to cross the icy peaks.
The northern part of the country is shaped somewhat like a fork with two enormous fingers [I do have to figure out how to upload the maps I have drawn over the years].
Malvia, Tilir's southern neighbor, is a land of an ancient, brutal civilization, and the rest of the borders touch wild lands which are populated by savage tribes. Many parts of Ilsiola are still wild and unexplored. Very little is known about the heart of this mysterious continent; the few sources of information available agree on several points. For instance, all of them claim that wild Ilsiola is covered with thick rain forests and poisonous swamps. Also, each source provides us with a different description of the monsters lurking in the wilderness.
Tilir was founded in ancient times by sailors of an unknown origin; their ships, which are preserved to this day in the Chamber of Treasures in Aldon-Sur, are of a style which doesn't resemble any other known style of ship-craft. The stone boards the founders brought with them are covered with symbols that do not resemble the letters used in Tilir today. A legend tells that Tilirians are descended from merpeople, and some clans used to call themselves "People of the Ocean".
The early settlers thrived in the fertile, blossoming, unpopulated land. Each one took charge of a strip of land, together with his family. The families grew and became clans. Some lived off hunting or fishing, some grew crops, some - especially in the wealthier regions - learned a trade and became experts in it. The clans guarded their borders zealously at the time, and marriages between people of different clans were forbidden. People generally married their own cousins or even siblings. This was often to the detriment of the offspring - many children were born sickly and feeble, with unhealthy bodies and minds. This period only came to an end many centuries later, with the Union.
The Union was prompted by an invasion of people from Kanterra. It was obvious that the clans, isolated as they were, couldn't defend their lands. There was a pact of peace which was made permanent by a leader named Alvadon, who became, in time, King Alvadon the First. Simultaneously, marriages between siblings were decreed an abomination by people of Faith, and marriages between clans were encouraged. King Alvadon himself made an example by taking a wife from Western Tilir, while he was born in the Eastern part of the country himself.
In time, larger towns and were formed, with many clans inhabiting the same area, yet retaining their unique traditions and customs.