For a realm to call itself a “kingdom” is no small matter, as it challenges the authority of all surrounding states, particularly any larger state that once claimed that realm for its own. Isolated realms have less of a problem. Keoland, in the Sheldomar Valley, eliminated all rivals long ago and had no serious challengers afterward. The Suel barbarians of the Thillonrian Peninsula can have all the kingdoms they wish, since no one else cares for that distant, frigid region. Furyondy and Nyrond, however, have challenged every aspect of the Great Kingdom’s rule over them and wish to end all show of fealty, freely establishing their own regional influence. Thus, they call themselves kingdoms with the consequence of endless hostility with the old empire. Sunndi essentially does the same, cutting all ties with the Great Kingdom and its successor states. Some rebellious realms hope to eventually rejoin their rejected kingdoms, given a satisfactory change of monarchs, or hope to avoid continuous conflict with their large neighbors; thus, they usually keep their old titles (duchy, principality, county, march, etc.), even if completely independent.