Showing posts with label atlas. Show all posts
Showing posts with label atlas. Show all posts

Monday, May 10, 2010

Beyond the Empire

Lands Beyond the Empire

Alkinarre
Standard: Lyre and sun.
Population: 365,000 [isolated; 96% human (Riven), 2% elf, 1% half-elf, 1% other races]
Ruler: Adrastos, God-Bard of Alkinarre 
Cultural alignment: Lawful good
Cities: Thassos (114,000), Juriiin (68,000), Menlah (44,000)

Far south of Carbadi, on the east coast of Thault, lies the vast and prosperous land of Alkinarre, which is said to lie nigh unconquerable to the Eidolorn Empire. The Alkinari are a joyous and festive people who follow the guidance of their immortal God-bard, Adrastos, whose many living sculptures aid the populace in menial, daily tasks. Alkinarre is known as a a hedonist culture where practices such as polyamory, incest and bestiality are common, all of which stand in rather stark contrast to the values of Eleste. The Empire maintains a peaceful relationship with the Alkinari, but the God-bard has refused all invitations to meet a number of Emperors to discuss a possible alliance, so the only communication lines are through the trade of goods. Though the golden haired, fair-skinned folk of this kingdom seem opulent and laid back, they can be fierce when pressed. Their large military force, known only as Harpies, is reinforced by a division of unfeeling, massive living sculptures that remain inert across the countryside when not in use.

Braul
Standard: Pair of manacled wrists with broken chain between them.
Population: 118,000 [isolated; 96% human (Riven/Shann mix), 2% dwarf, 1% halfling, 1% other races]
Ruler: No known monarch or governing body.
Cultural alignment: Chaotic neutral

Located to the north of Nobbish along the east coast of Thault, Braul is a land of petty baronies with small populations, all constantly feuding with one another. In fact, the clans and families of Braul are so scattershot that they each practice their own laws, and worship portents and patron, heathen saints that the Imperial folk have abandoned nearly a thousand years in the past. About the only thing the many barons of Braul can agree upon is a loose standard, and a common desire to stay free of the Empire. Various border skirmishes have been fought along the Snath Plain and within the Childer Forest, but no formal conflict has yet escalated between the Brauls and Nobbs. Several Emperors have pondered a conquest of the rugged, chaotic territory, but have as of yet decided against it, since such a plight could bring nothing but rebellion and a lasting hostility that would stretch Imperial resources. Braul is a fairly dangerous place, with treacherous, windy seasons and the constant threat of large predators, but its people are fiercely proud, claiming direct descent from the ancient, barbaric Shann, the Eld Men of Thault who once held sway from shore to shore. Though they closely resemble their Imperial neighbors, the Braul are scarred and weather beaten from a great many conflicts. Few have seen a life without violence in some capacity, and they are often stronger. Braul mercenaries are valued by any patron who feels he or she can keep them in line.

Canelun
Standard: Coconut shorn with a cutlass.
Population: 17,000 [isolated; 96% human (Riven), 2% hadozee, 1% wild elf, 1% other races]
Ruler: ‘Traitor’ Bayl, ‘The Cutthroat’
Cultural alignment: Neutral evil

Canelun serves as both a refuge and den of vice for various bands of pirates and raiders who savage the rivers of Southern Thault and the coastlines of Durindesh, Hammerdark, Quelm and Alkinarre. The city's 'architects' ensured its safety with a series of synthetic reefs and dense perimeter defenses which can slow both land and sea attacks, and the city proper has several levels, some built into tall trees and others on the ground, with a massive docking system. While the Red Tide mercenary guard will not turn away any smaller bands of scum who seek to use the city as a sanctuary, most will pay tithe or tribute to one of the three great pirate 'houses' of Canelun: the River Razors, the amazonian Cannon Annies, and the populous Shadow Fleet, each of which has carved out its own 'turf' within the city. As to the actual day to day government of Canelun and the Red Tides, the tesk is left to an elected ruler, presently one 'Traitor' Bayl, a corrupt captain who once served under Harriet Rhys of Rothe.

Dashnear
Standard: Shield with ram skull emblem dripping icicles.
Population: 33,000 [isolated; 96% human (Shann), 2% glacier dwarf, 1% snow elf, 1% other races]
Ruler: King Robyrt av Jakish
Cities: Njar Balloch (10,000)
Cultural alignment: Chaotic good

Among the heartiest of Shann men, the people of Dashnear are fully dedicated to living off the land in the oldest ways of their ancestors. They dwell as close to their environment as possible, and considering that the heart of their culture lies in the rocky island chain Shiverspine, this is no easy feat. Homes and villages are built low to earth, or directly out of caverns, and are difficult to spot from above by white dragon predators and other threats in the region. Even the thick-wool sheep the Shann harvest are often hidden from danger in reclusive valleys and subterranean pens. Men take their father's names as surnames, and women take their husband's first as surname. The region is popular among mountaineers and other danger seekers, so for those who risk climbing the towering peaks at the heart of the isles, or the staggering peaks will often find a rune or marking that some other adventurer had already been there. The largest population center, the small city of Njar Balloch is built upon a rough cliff itself, with various frosted stairways allowing access to different levels, with a small quay of fishing craft below. There is no 'official' standing army in Dashnear, every man (and boy of about 12 and up) is trained to fight for his women, children and brothers; yet the hostile environment the folk live in ensures it won't be subject to outside invasion, and an uneasy truce is held with the snow elves of Lyrinende should one of the civilizations be threatened.

Durindesh
Standard: Rhinoceros skull with crossed palm fronds.
Population: 218,000 [mixed; 79% human (Lhazon), 9% elf, 5% rilkan, 3% skarn, 2% half-elf, 1% gnome, 1% halfling]
Ruler: Lannya of the Veils
Cities: Quaalesh (68,000), Nahabor (49,000), Beydol (13,000)
Cultural alignment: Lawful neutral

While much of humankind inhabiting Thault can trace its lineage back to either the Shann or Riven races, the inhabitants of Durindesh instead hail from the dusk-skinned Lhazon stock who ply the seas far to the South of the Indriccan Ocean. Durindesh itself is a relatively young culture, with only a few centuries beneath it, but in that time they've already sculpted cities of beautiful stonework, jade and ivory, taming most of the once dangerous Flusterwood jungle in Southern Thault. A series of pebble roads and shrines connects the various cities and communities of the country, and the hereditary queen and religious icon Lannya of the Veils rules from an exotic palace in the city of Quaalesh, more beautiful even than that of the God-Bard of Alkinarre. With them, the Lhazon brought several exotic races in the rilkan and skarn, humanoids with slight reptilian features versed in a strange power source known as 'incarnum', and they've also integrated various elves and demi humans into their prosperous society. Durindesh is a haven for the spice trade, as well as exotic linens and garments, and fruit which is exported further north to Quelm and Alkinarre (though these are not 'allies'). The Durindesh civilization is divided into numerous tiers or 'castes', at the top of which are the noble born and the bottom of which are the simplest of tradesmen or the mamluk slave-soldiers whom the Lhazon are known to purchase from Sothos Karr and conquered tribes in Kettar's Run (there also exists a higher born warrior caste known as the Shahsar). The Lhazon practice a complex religion with many idols and deities.

Hammerdark
Standard: Black mountain against red-orange, volcanic sun.
Population: 72,000 [mixed; 79% deep dwarf, 9% fire giant, 5% goblin, 3% bugbear, 2% hobgoblin, 1% azer, 1% duergar]
Ruler: King Klade 'The Crippler'
Cities: Sunderspar (19,000), Dregport (11,000)
Cultural alignment: Lawful evil

Essentially a massive slave operation run by tyrannical fire giant despots, Hammerdark spans the three isles of Drann, Dylosh and Heaves south of Thault proper, several of which see high levels of volcanic activity through the year. Centuries past, the giants emerged from hidden places beneath the earth to conquer and enslave a deep dwarven civilization, transforming the unfortunates into a massive labor force to suit the whims of their overlords. Combining the secrets and traditions of both dwarven and giant steel, Hammerdark is today one of the chief exports of prized armor, tools, jewels and weaponry, which they ship through Dregport to distant lands of Thault (Thelos Retch, Vhorinyr, etc) and beyond. The primary forges are located in the subterranean citadel of Sunderspar on the isle of Heaves, and it it said King Klade rules from a throne carved into a livid fountain of magma. In recent decades, the giants have begun reinforcing their island dominion with goblinoid mercenary troops, which adds insult to injury among the dwarven populace; they also have an agreement with an otherworldly group of azer who serve Klade and his princes and princesses directly.

Kaul Kathom
Standard: Horse tramping through crossed spears.
Population: 59,000 [isolated; 96% human (Shann), 2% halfling, 1% gnome, 1% other races]
Ruler: Greatspear Chajauk
Cultural alignment: Neutral

Once little more than a riverside meeting grounds for the various Charger clans of Kettar's Run, stone was eventually transferred across the long distance from the Clanking Hills to build proper walls and defenses. Today, Kaul Kathom boasts a sizable population of those Charger clans who have sought a more stable existence and sense of community, plus thousands of traders and craftsmen from far off nations who wish to ply their wares and services to the newly emerging culture. Many of the Charger clans mock the residents for their abandonment of the traditional nomadic culture these Shann once thrived in, but even the detractors will visit the city when in need of particular goods, and pay respects to the elderly Greatspear Chajauk, a wise man of eighty or more summers who serves as monarch until one day bested in combat. The city is not only protected by its strong stone walls, but also the Kathomites, a fierce band of mercenaries who enlist only the toughest fighting men into their ranks. Kaul Kathom also maintains the greatest horse market in Thault, and breeders and merchants come from as far as Braul and the Eidolorn empire to browse the stock.

Lyrinende
Standard: Reindeer with a crystal crown.
Population: 8,000 [isolated; 96% snow elf, 2% hybsil, 1% human (Shann), 1% half-elf]
Ruler: Elleweth ‘Winterhart’
Cultural alignment: Chaotic good

A small but beautiful city of white walls and shimmering spires, Lyrinende is the haven of the snow elves, a sub-race distantly related to the high elves of Mitruul and the Eidolorn Empire, or the painted elves that dwell further south in the Rainscar Brakes and beyond. Perhaps the most reclusive race in Thault, the elves are hesitant to permit ANY visitors save those in the direst of need, and even these will be sent along. Under their hereditary ruler, a high priestess known as Elleweth or 'Winterhart', they commit their lives to crafts and arts of great beauty, constantly manipulating evergreen trees and fronds, and fabulous ice sculptures into a living artistry. However, when it comes to defending their shared sanctuary, the snow elves are known to unleash great magics and illusory defenses to drive off invaders from Vandrokk who often savage the region in an attempt at northward expansion. The elves share an uneasy truce with the highlanders of Dashnear to the North, and the two groups will aid one another in times of great trouble.

Mitruul
Standard: Silver stag rearing on its hind-legs.
Population: Unknown [isolated; 96% elf, 2% half-elf, 1% human, 1% other races]
Ruler: Dawnblade Evenstar
Cities: Aliijn (capital, 8,000)
Cultural alignment: Chaotic good

Mitruul is a far off land inhabited by the Mar'ruun, the jungle elves. Unlike their more festive kin of northern climes, the Mar'ruun are a highly civilized, productive folk known for their masterful craftsmanship and exotic warrior arts. High is the price to train beneath a Mar'ruun weapon master, but pay the Empire does, employing several of them as drill instructors in the capital of Carbadi. Mar'ruun weapon arts focus on swift, deadly movements, and they are characterized by wearing little but cloth or light armors. The Mar'ruun are also known for their excellent silver works, the envy of any dwarf of Thault. East of the Nestlebrush, the jungle home of the elves' communities and capital of Aliijn, lies the Graft Hills, where the finest silver ore in all of Thault is hidden. Other resources out of Mitruul include exotic jewels, fine linens and strange fruits that are used in delicious dishes in the finer restaurants of the Empire. Mitruul maintains a loose trade alliance with both the Eidolorn and Alkinarre, but is very hesitant to trust either beyond this. The elves of Mitruul look down upon their hedonistic northern cousins, and few are welcome there, even though the blood ties are undeniable. Mitruul is a military state, ruled over by the highest ranking general, or Dawnblade.

Negylss
Standard: Pair of furred boots tied by a twine of ivy.
Population: 65,000 [isolated; 96% tundra halfling, 2% human (Shann), 1% glacier dwarf, 1% other races]
Ruler: Dollee Motch, Greatmother of the Plains
Cities: Neverrest (27,000)
Cultural alignment: Neutral

Though the population of halflings found in Braul and the Eidolorn Empire might technically rival that of Neglyss, it is the Plains of Peryl and surrounding regions which host the one 'true' halfling civilization, and the tundra folk often look down upon their kin who live in more 'comfortable' environments. Here, the short folk have learned to cull the frost-swept lands, raising livestock and mounts almost uncontested save by the large predators who roam the open plain. Like their southern relatives, the tundra halflings exist in a Matriarchy, their current ruler one Dollee Motch, a wizened woman who is reputed to have prophetic and miraculous powers. The halflings also have two standing armies strewn about the coastal capital of Neverrest and the scattering of smaller communities: the Coldriders, who patrol the Plains and the hills to the south upon the backs of exotic steeds, and the Frostreave, who defend and police the towns and villages. Dwellings and garments of Neglyss tend to be humble and earthen in nature; for all the bounty their farms, livestock and ice fishing permit them, this is still a dangerous region, and the constant threat of ambitious raids from Braul or Vandrokk keep the folk more hardened, and less 'devious' than their southern counterparts.

Quelm
Standard: Sword and ink vial over open book.
Population: 36,000 [isolated; 96% human (Riven), 2% elf, 1% half-elf, 1% other races]
Ruler: Inscriptor-General Naske
Cities: Vaulted (7,000), Virune (9,000)
Cultural alignment: Lawful neutral

A neutral nation with close relations to the people of Alkinarre, the Quelmi ('Knowers') are known as a highly literate culture of scholars and philosophers who place great importance in archiving the history of Thault. The libraries of Vaulted are among the most thorough, massive and secured in the world, exceeding even the private collection of the God-Bard Adrastos, with tens if not hundreds of thousands of volumes covering both the mystic and the mundane. They retain a small standing army dubbed 'Penblades' who enforce and police the cities of Vaulted and Virune, and surrounding towns; but in times of need, the God-Bard is always quick to send reinforcements, despite the Quelmi insistence on remaining an independent state. The literati class is supported by a slowly growing population of crafters, tradesmen, farmers and fishermen, and the Collegiate of Quelm is a prized destination for wandering scholars of the Eidolorn Empire, Alkinarre, Durindesh and Mitruul.

The Robber Kings
Standard: Golden pony against starry night.
Population: 89,000 [isolated; 96% human (Lhazon), 2% badlands dwarf, 1% skarn, 1% other races]
Rulers: Pasja Jhalom, Pasja Madjar, Pasja Melth
Cities: Grisba (37,000)
Cultural alignment: Neutral evil

Derelicts and criminals who escaped Durindesh en masse a few decades past, the Robber Kings were forced to adapt to their new 'homeland' of the Mirrorwastes (and northern grounds of the Salt Rushes). Today they have established numerous tent communities among the curious, clear lakes of the region, most of which can be uprooted within days and moved if the Queen and her Shahsar ever decide to mount a full scale war against them. Many of the Robber Kings' accrued followers and peoples have learned to mete out their living from the sands, but each of the three ruling Pashas still fund raids to 'skim' off the populace of Durindesh wherever applicable, and it is also not unknown for raiders to risk the high Pennants and attack the scholarly kingdom of Quelm. While it lacks proper walls and material defenses, Grisba is a well protected community with hundreds of camel mounted lancers, dervish mercenaries and skilled summoners who can call upon the djinn and other entities to drive back threats.

Sothos Karr
Standard: Leering gargoyle face with massive tusks.
Population: 45,000 [mixed; 79% orc, 9% human (Riven), 5% half-orc, 3% dwarf, 2% halfling, 1% elf, 1% gnome]
Ruler: Dror Gheel, Slavemaster of Sothos Karr
Cities: Thaarlash (capital, 33,000)
Cultural alignment: Lawful evil

Sothos Karr is the hold of the wretched, violent orcs of Thault, who have build their strength upon the backs of those they have enslaved. Most of the orc lands lie in 'The Lash', a violent and stormy plain south of Floivin Province, but several forts are maintained in the Fyreklaw barrens to the West of the great plain. Roughly 20% of the population of Sothos Karr is comprised entirely of slaves the orcs have held, some families in thrall for centuries! These unfortunates are culled from raids across the southern Empire, in particular the provinces of Floivin, Melethesz, and Carbadi, but the orcs have been known to range farther south to harass the elves of Mithruul or bands of explorers and adventurers. Despite their brutish shortcomings, the orcs of Sothos Karr are well organized. A tyrant, or Slavemaster sits upon a throne of slaves in Thaarlash, and he is served by the Iron Grip, a force of heavily armed taskmaster soldiers who are known to fight with forks, spiked whips and other gruesome armaments. Leadership tends to pass through natural usurpation, as one high ranking officer in the Grip or another stages a coup against the current Slavemaster. The orcs of Sothos Karr right terrible steeds, great lizards bred from the terrible land dragons of prehistoric ages. A Sothos Karr raiding party is a fearsome thing indeed, but the orcs simply do not have the numbers to mount an all out assault against the Empire, fearing that they would lose control of their slaves. Occasionally, slaves will escape from their tormentors. Some will return to their family lands, but others often end up worse than their former captors: brigands, mercenaries or slavers themselves.

Thelos Retch
Standard: Skull with filed teeth chewing a heart against a backdrop of bloody veins.
Population: 75,000 [mixed; 79% human (Shann), 2% lizardfolk, 1% bullywug, 1% other races]
Ruler: Flesh-Baron Borizc
Cities: Maaklev (29,000), Krudluster (14,000)
Cultural alignment: Chaotic evil

Like Vhorinyr, Dashnear or Braul, Thelos Retch is a country established by the Shann, the original, rough men who inhabited Thault before the Riven arrived in great numbers and established their kingdoms and Empire. However, unlike these other lands, Thelos Retch evolved out of the primitive hideous urges of cannibal clans on the southern end of the continent. They share the same, territorial and reclusive sensibilities of their kin, but with a largely distinct moral code that values slavery and the flesh consumption of those they conquer and capture. As such, they are perhaps the most despised society in all of Thault, and really don't give a whit. Despite their gruesome tendencies, Thelos Retch has established a hierarchy of rulers through the centuries, largely based upon an individual's cleverness to rise to the top in the social circles of Maaklev by whatever means are necessary. At present this is 'Flesh-Baron' Borizc, a flamboyant and thoroughly cruel individual who toys with both his allies and enemies. The Shann here have adopted lizardfolk and bullywug servants and thugs to prowl the Mash, the Web of Ever, the Fish Flats and other regions for prey, and many within the walls of Maaklev and Krudluster practice dark arts with which to amuse themselves. The soldiery, known as The Retched, are largely used as a defensive grid against attackers from Hammerdark (who attempt to steal away some of the food supply to work the fire giants' mines and forges), Canelun raiders or Chargers of Kettar's Run who become 'fed up' with the flesh gluttons.

Torwyddya
Standard: Sunwheel of dragon skulls.
Population: 16,000 [mixed; 79% frost giant, 9% frost folk, 5% snow goblin, 3% human (Shann), 2% hybsil, 1% tundra halfling, 1% snow elf]
Ruler: Sklann Witch-father
Cities: Melmgrud (7,000)
Cultural alignment: Chaotic evil

Though frost giants are not uncommon in the Bonefrost, Wintersbreath or other more southerly locales, it is the distant kingdom of Torwyddya in which they reign supreme. Were the land any closer to the civilization of man, it could prove a massive threat, but in fact the giants are quite content with the environment and their supremacy of Trelljaur Taiga and the Drachydis isles. The ruler by strength, Sklann Witch-father is served by a court of devious frost folk wizards and generals who are the only other race allowed to exist in peace by the giants' side; whereas the elves, goblins, halflings, hybsil and unfortunate Shann men here serve as slaves in the mighty lodges at best, fighting pit fodder for the giants' amusement, or perhaps even a snack for their great pet beasts and linnorms. Several small fleets of Torwyddyan longships have attempted sacks of the coastal cities of Neverrest and Njar Balloch through the ages, but their have yet to be massive land raids, though the presence of the Farlund Arls could certainly prove conducive to an all out assault on the tundra halflings.

Vandrokk
Standard: Eagle with axe wings.
Population: Unknown [isolated; 96% human (Shann), 2% dwarf, 1% half-orc, 1% other races]
Ruler: High Kzarl Kromyth 'The Thunderhead'
Cultural alignment: Lawful evil

Vandrokk is the savage realm of the Vandrakki, a loosely knit society of nomadic hunter gatherer clans, each ruled by a Kzarl. There are at least two dozen such clans, most naming themselves for a particular totem (Blood Owls, Wolf Tongues, Spear Chiefs, and so forth). Though the tribes compete with one another for game and other resources, they rarely come into bloody conflict with one another, and thus there is some semblance or order amongst them. Often clans will join through weddings or other bonds, and thus 'join' their clan names, one word from each, to form the newest. The largest and strongest of the clans (currently the Quake Wyrms) serves as a ruling body, though only in times of warfare or mediation. The current High Kzarl of the Quake Wyrms is Kromyth, also called 'Thunderhead', a bear of a man who has felled many a monstrous predator in the Scurlwood and the Pinestead, the two forests that comprise much of the Vandrakki territory. Vandrakki warriors are also known as 'Painted Berzerkers', barbaric men who know the blood rage and often fight until they are either dead, or no enemies remain standing. For this savagery, the Painted Berzerkers are prized as mercenary combatants and pit fighters, and often hired by the shadowy denizens of Vhorinyr for various purposes. Skirmishes along the border of Wintersbreath are not unheard of, and the Vandrakki are violently opposed to any further Eidolorn expansion to the north. For most citizens, and the wiser explorers and adventurers of the Empire, the Scurlwood and Pinestead are off limits.

Vhorinyr
Standard: Skull with candle light on black background.
Population: Unknown
Ruler: King Tomas the Unspared; The Seven Lords of Syn
Cities: Grymgate (capital, pop. unknown)
Cultural alignment: Lawful evil

Much of Vhorinyr is a mystery, but it is perhaps the most dangerous territory neighboring the Eidolorn Empire. North of Wintersbreath, beyond the White Fir Hills, rise the Harrowed Heights, a large mountainous region littered with ruins and keeps of an unknown origin. They are not uninhabited. Locals speak rumors of skeletal legions that stalk the mountains as far south as the foothills, and of a vast and fell kingdom located deep within the Heights, accessible through subterranean tunnels that connect many of the surface structures. They speak of an entire population of lost souls, ghosts aglow in the windows of cliffside towers, and an ancient, cursed king and his seven sworn generals, each granted immortality through death. Few are those who venture too near the mountains, and fewer still return, but there fairly consistent reports of a city known as Grymgate, high up the Harrowed slopes, in which the dead commune with the living, and the crooked old King resides. Eidolorn scholars believe Vhorinyr is the remnant of a Shann civilization which forsook the barbaric lifestyle of its kin to create a powerful, unassailable kingdom far above the surrounding lands, but if so, the symptoms of the kingdom's tragic fate are unclear. Only silent wanderers have voyaged forth from the Heights, and it is suspected that the denizens of Grymgate have some hidden relationship with the berserkers of Vandrokk, using them often as mercenaries.

Zlug
Standard: Tentacle-shrouded trident.
Population: 72,000 [integrated; 37% kuo-toa, 20% sahuagin, 18% bullywug, 10% locathah, 7% aquatic elf, 5% human (Riven/Shann mix), 3% half-elf]
Ruler: Krasss the Kraken-caller
Cultural alignment: Chaotic evil

Zlug is a foul place, a city built of rock and coral which lies both on the Northern coast of the Fish Flats, and below it in the bay beyond. A treacherous yuan-ti warlord known as Krasss the Kraken-caller holds reign over a large host of kuo-toa and sahuagin who terrorize both the depths and coasts of the Fangsea, his Krakenguard selected from amidst the most dangerous warriors and spellcasters those races can offer. Zlug has a large population of slaves culled from aquatic elf and locathah civilizations they have conquered, and they are set to the task of the city's expansion both above ground and beneath the waves. Bullywug bands often patrol south of Zlug for parties of Shann from Thelos Retch, who consider the city's 'fishy' inhabitants quite a delicacy, but outright war has yet to erupt between the two populations. Krasss is a loyalist of his kind, and thus has forged trade relations with both Port Fang to the north and the yuan-ti regimes who dwell across the Fangsea, so Zlug is essentially thriving, an evolving threat which might one day come in contention with Thelos Retch, Sothos Karr and possibly even the Eidolorn Empire.


Wednesday, May 5, 2010

The Eidolorn Empire


The Eidolorn Empire

Carbadi (1st Province)
Standard: Maiden with sword aloft, grapes in off-hand.
Population: 116,000 [mixed; 79% human, 9% halfling, 5% gnome, 3% dwarf, 2% elf, 1% half-elf, 1% half-orc]
Ruler: Emperor Freth Borth, 'The Cobbler'
Cities: Lammorth (38,000), Inverfar (capital, 27,000), Lochba (16,000)

A rich land of orchids and forest glades, Carbadi is the heart of the Eidolorn Empire and its first province. Originating some 300 years before the establishment of the Empire, its people were originally scattered among the vast Ribald Wood, clans of hunters, harvesters and fishermen that united in order to combat the imposing dangers of surrounding territories. Centuries later, after succumbing to a curse Lord Admiral Bedry Coventavon gifts Carbadi and the conquered lands of Rothe and Nobbish to his beloved general Eleste, who founds the Eidolorn Empire. Today, Carbadian cities are hubs for merchants and high civilization, with a higher average cost of living than is found in any other province. Wines, garments, furs, spices and jewelry are exported across the Empire, and reap large profits. The people of Carbadi are fair skinned, with graceful features, blonde and brown hairs, and they speak in the Common tongue of the Empire. The province is also the most well defended in the Empire, as numerous castles and tower forts dot its regions, some of them abandoned, and some from centuries before the establishment of Imperium Domine. The current seat of power is held by the first Emperor-Elect in Eidolorn History, a generous former cobber from Nobbish named Freth Borth.

Floivin (7th Province)
Standard: Leaping bass over crossed hammers.
Population: 11,000 [mixed; 79% human, 9% dwarf, 5% elf, 3% halfling, 2% gnome, 1% half-elf, 1% half-orc]
Ruler: Regent Reginald Bauerkroft
Cities: Floivin Keep (capital, 7,000)

Floivin Province is the most recent and peaceful acquisition of the Eidolorn Empire, annexed in 722 from the Gnarlbottom Clan, who agreed to Imperial dominion after Eidolorn guard helped drive out orc invaders from the Fyreklaw Barrens to the south. It is perhaps the most isolated of the provinces, also known as the Vernal Valley, ringed almost entirely by the Vernal Wall, which houses several abandoned mines once delved by the Gnarlbottom dwarves. Floivin has a small population, the smallest of any province, and the people ply their trades on the massive lake known as the Udders Well, and in the small sub-regions that surround it. Several millennia in the past, the Valley was once very much flooded. But thanks the marvel of dwarf craftsmanship, a great damn known as the Udders was built to regulate the flooding from the Dimnesse. Today, the capital, Floivin Keep sits atop the Udders, at a highly defensible vantage point. The Imperial Navy builds ships to one day cross the Dimnesse, transport soldiers and invade treacherous Sothos Karr, but the day is long off, due to the present Emperor's peaceful disposition. Numerous dwarf crypts and ruins lie within the Valley and in the Wall surrounding it, so the province is a hotbed for adventuring types.

Melethesz (6th Province)
Standard: Mechanical bronze horse.
Population: 106,000 [isolated; 96% human, 2% gnome, 1% halfling, 1% other races]
Ruler: Regent-General Shann-hai Riggings

Cities: Haldur (capital, 21,000), Gargoun (18,000), Tesleb (14,000)

The sixth province of the Empire was perhaps one of its most hard fought, and the great tragedy of its taking lingers across its plains and woodlands today. A people of bronze complexions with great minds for culture and invention, they were forced to rely upon an ancient artifact, the Scepter of Plagues to defend them from the superior Imperial force, but even they did not realize its far reaching consequences. Many thousands were slain by the Scepter, including innocents as far as the heart of the Empire, until the Eidolorn guard finally managed to destroy it. Enraged, Emperor Vylon Varr ordered the near genocide of the entire Melethesian upper class, with the exception of a few inventors and merchant families who would be of use to the Empire. He would have proceeded into the lower classes, until stopped by a young Eidolorn Captain known as Dascomb Darl, who would succeed the vengeful Emperor. Today, Melethesz is still a haven for invention and culture, and has a higher population of gnomes than any other province of the Empire. The cities of this province are quite advanced in art and architecture, and sky sailing ships and balloons are used as the primary source of transport for merchants, though they rarely leave the safety of the region. The province is home to a great many bands of explorers and adventurers who travel ever south, discovering exotic places and bringing back tales of plights and distant peoples, that is...if they return. Though the people have now fully prostrated themselves before their Imperial rulers, many refuse to follow the call of Eleste, and they keep alive their native faith/philosophy of Radol Thidhe. Melethesians are also known to ride camels and llamas in place of horses.

Nobbish (3rd Province)
Standard: Oxen snorting fumes.
Population: 93,000 [isolated; 96% human, 2% halfling, 1% dwarf, 1% other races]
Ruler: Regent Krispin Bowyerson

Cities: Scourie (17,000), Durmoral (capital, 11,000)

Another of the founding provinces of the Empire, the pastoral land of Nobbish was the second to fall below the Carbadian armies under Bedry Coventavon. Though a quaint and peaceful territory, it was once ruled by the horrifying Blood Witches, who made great taxes upon their people in the form of curses and sacrifices. It is said that the natives rejoiced as Coventavon slew the Blood Witches to the last, but they would ultimately prove his own undoing, with a curse placed upon his very heart. Centuries later, the Nobbs are still frightful of their previous overlords, and implement various superstitions and charms to ward off their vengeful spirits. It is said in some circles that the Witches still exist, biding some return to power. Today, Nobbish is known primarily for its vast tracts of farmland, and well over half the population of the province lives outside its towns and two cities. All manner of crops are grown here and exported throughout the Empire, and it is also the primary source for livestock. At any time, hundreds of herds are driven about the Snath Plain, one of the most powerful resources in all the Empire. Nobbish folk are as fair skinned as their Carbadian neighbors, but often tan due to the time spent outdoors in grazing and harvesting months. They are generally shorter, and wartier than other humans in the Empire.

Rothe (2nd Province)
Standard: Octopus wielding eight scimitars.
Population: 22,500 [isolated; 96% human, 2% halfling, 1% dwarf; 1% other races]
Ruler: Regent-Admiral Harriet Rhys, 'Witch of the Waves'

Cities: Grand Mooring (capital, 9,000)

Rothe is the 2nd of three founding provinces of the Eidolorn Empire, conquered in pre-ID years by the Lord-Admiral Bedry Coventavon of Carbadi. It's the sole province located off the mainland of the continent Thault, on a chain of three large islands East of the Imperial capital. It was once a free hold of the Raiders of Rothe, who were known to terrorize the Sea of Chimes, putting a quick end to early attempts at trade along the eastern coast of Thault. Rothe boasts a small native population, scattered across the three isles of Scythe, Szandor and Lemay. The capital of Grand Mooring lies on the southwest shores of Scythe, the largest isle. Rothans are a festive, rowdy folk, with swarthy complexions and hair of ash. They speak the Common tongue of the Empire, but also the ancient tongue of seafarers, Bydish. Most of the folk here make their living off the sea, whether as merchants, shipsmen, mercenaries or fishermen. Many are enlisted within the Imperial Navy.

Toul Tabor (4th Province)
Standard: Open tome with inverse raven talons on its pages.
Population: 132,000 [mixed; 79% human, 9% halfling, 5% dwarf, 3% gnome, 2% elf, 1% half-elf, 1% half-orc]
Ruler: Regent Dharmark 'Spellhammer'

Cities: Olgest (capital, 36,000), Delvesh (23,000), Faenak (19,000), Tarair (8,000)

Toul Tabor is the largest and most populated province of the Empire, and was one of the more difficult to conquer, as it was once a haven for the great magicks wielded by its Sorcerer Kings. Having suffered great losses to both the First War of Expansion and later to the forces of the White Dragon Woe, the people here are proud of their heritage and durability. Toul Tabor has four cities, and its people engage in a wide range of trades, from forestry, animal husbandry and fishing to a great many crafting professions. Despite the fall of the Sorcerer Kings, the magical tradition is kept very much alive here, through the Wizards Elite, a large academy dedicated to the training of the various schools. The Elite supplies the Eidolorn guard with most of its gifted, sorcerous conscripts, and you're always likely to find a few of the common folk armed with a spell or two. However, the Elite is very strict with rules, and certain spells are banned from use in public places, with dire punishments in place. Though not as rich as Carbadi, Toul Tabor's large population and wealth of local color and resource make it one of the more prestigious and wealthy provinces in the Empire.

Wintersbreath (5th Province)

Standard: White dragon's head.
Population: 14,000 [integrated; 37% human, 20% dwarf, 18% elf, 10% halfling, 7% gnome, 5% half-elf, 3% half-orc]
Ruler: Regent Brisby Balewhyte
Cities: Vettlar (capital, 5,000)

Once the domain of the White Dragon Woe, the province of Wintersbreath was officially annexed in 151 ID, some 30 years after the vicious and cunning wyrm herself was slain, and most of the more dangerous frost giant chiefdoms were driven out of the land. Had Woe never launched her own preemptive strike against the newly conquered province of Toul Tabor, the Empire may never have chosen to launch the Second Expansion War against it, but they maintain the region today with a fairly small population centered in the city of Vettlar. Most who eke out their existence in Wintersbreath are loners or survivors, who prefer the solitude of its cold swept dunes and ice glazed rivers and ponds. The region remains eerily cold throughout most of the calendar, and there are few resources to be found, but nonetheless, furs and other exotic goods are exported with enough frequency to support the small economy. Of all the seven provinces, Wintersbreath remains the most dangerous. Frost giants and yeti remain in the region, and things even more dangerous. But the people, almost all immigrants save a few native elves and dwarves, represent some of the heartiest of the Empire, and they feel they are more than up to the challenge of taming its frigid wastes.

Thursday, April 15, 2010

Vernal Valley Sub-Regions

Crown Pasture: Occupying the southeast corner of the Vernal Valley, the Crown Pasture is the primary farming land used by the citizens of Floivin Province. Much of the land is broken off into farmsteads, who trade among themselves and also bring their goods to Halehusk and Livenoak where they barter them for clothing and other necessities. Several of the farmsteads serve as local distilleries or breweries, and several are overseen directly by the Eidolorn government. The rest of the farmsteads pay an annual tithe to the Empire, but are allowed to buy and sell their produce as desired. While it's not an extremely dangerous area of the Valley, farmers are often beset upon by ankhegs, giant ants, dire weasels, vipers and goblin marauders who creep into the Valley through the Great Westermarch road.

Frail Forest: The Frail Forest is home to both bands of elves native to the Vernal Valley: the Roodeyes and Reddenbalms. Both are nomadic families who wander about the forest seasonally, occasionally crossing over to the Crown Pasture or Skunk Ridge to set up their camps. Otherwise, the Forest is a great source for woodland game, and the primary source of lumber in Floivin Province, so camps of woodcutters are quite common on the outskirts. In the center of the Forest lies the beautiful Eastnesse with its crystal waters, so clear that one can often see close to the bottom of its 30 foot depths during a bright summer day. It's the primary source of fresh water for the game in the area, so hunters will often set up around its shores. The villages of Livenoak and Littlewolf are also found here, and the ruined dwarf keep known as Ettencap, which is dangerous and off limits save for the Last Eidolorn soldiers who maintain a vigil upon it. The Forest has been cleared of most of its most deadly game by now, but some predators still exist, including krenshar, black bears, dire wolves and giant owls. Several small clans of kobolds are also believed to exist in the region, though they are known more as pests who steal supplies from hunting and logging camps than an outright threat.

Skunk Ridge: Skunk Ridge is so named for the plethora of bizarre skunkweed plants that dominate its otherwise rocky, rolling hills. The region comprises the entire area between the Pinewater and Midge Creek rivers, stretching south over the Udders Well and north through Oldbone Pass which eventually arrives in the Province of Wintersbreath. Tarndim is a fishing community on a small bridge of rock over the Well, and Cedarway is a small shipping stop located on the west ban of the Pinewater, where goods are checked and organized for trade to the neighboring Province. The skunkweed and other herbs are noted for their medicinal or olfactory traits, but the Ridge is also home to a number of dangers. Giant stag beetles, dire wolves, troglodytes and even mating bulettes are known to frequent the area, and citizens are advised to stay far away from them. In addition, there are a great many small, abandoned mines dotting the region, and many a hollow hill which might house a dwarf barrow from times predating Imperial rule.

Tooth Marsh: Perhaps the most diverse terrain of the Vernal Valley, the Tooth Marsh is full of swamp groves to the north, peters off into flat wetlands in its center, and becomes slightly more solid and rocky to the south, where a valley pass leads through the Mimresh to the Fyreklaw barrens beyond. A great range of herbs and wildlife can be found within, as the Marsh has a more diverse ecology than any other area of the Valley. Hobfast is the one settlement here, on the western bank of Udders Well, but scavengers, hunters and pickers can often be found scattered through the Marsh. Though the war against Fharkkas the Gnawer catalyzed the cleansing of most of the more dangerous creatures in the Marsh by the Last Eidolon guard, there remain a number of hostile enemies: lizardfolk, stirges, chokers and small hydras have been spotted here through the years, and there is always the threat of an invasion via the Mimresh.

Udders Well: One of the largest freshwater lakes in all of the Eidolorn Empire, the Udders Well is fed by the 'Udders', an ancient damn that controls the flow of the higher Dimnesse waters into the lake and out through the Pinewater and Midge Creek to lands beyond the Vernal Wall. The Well is a major resource for fishing, drinking water and recreation, and probably the real lifesblood of both the Empire living here and the previous Gnarlbottom clan. Small fishing craft are common on its waters, and occasionally a river barge from Wintersbreath, but the Last Eidolon guard maintain no naval force in Floivin Province. The Well is suspected to be close to 200 feet deep in its center, and there are a number of dangerous denizens which fishermen must do their best to avoid: scrags and merrow raiders that come upriver through the Midge Creek are not unheard of, dire bass are a deadly prize, and more than one freshwater hydra is known to lurk beneath its waters.

Vernal Wall: The massive mountainous enclosure surrounding the Vernal Valley is both a blessing and curse. It provides great protection from both the elements and invasion, provided you can defend the various river and land passes which offer access. But it's also home to some of the more dangerous monsters of the region, and its vast walls are dotted with old mines, burial sites and former dwarven holds: Haunted Horrn, Crowslode and the Dwarf Lords' Rest are all found upon its cliffs and slopes. There is only one community in the Wall, the Hud Horrn which lies below its overrun neighbor on the Haunted Path in the western mountains, but mountaineers, miners and even the more daring birdwatchers of the Empire are often found in the heights, which rise above 2,000 feet in some areas. It's suspected that deep below the Wall, various old dwarf fortresses and cities may lie, that predate Floivin Keep itself. The more common denizens of its heights include mountain lions, dire bears, giant eagles, gargoyles and bugbear tribes that ascend to the peaks from the subterranean depths, and who knows what else lies below the roots of the Vernal Wall's many, many caverns.