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Meridian Adventures: The Dragonwick Campaign

Rhineglade

Adventurer
City of Fountaindale

Fountaindale is the largest of the city-states of the Defiant Lands. Plainly speaking, it is "Sodom and Gomorrah" rolled into one. Originally a small fishing village, Fountaindale was used by explorers as a base camp beginning several hundred years ago. Rumors circulated that great riches could be found nearby. When such rumors proved untrue, the settlers decided to remain and enter the slave trade instead. With its location near main shipping lanes and its natural harbor, Fountaindale would soon grow to become a haven for local pirates and privateers. It is a city of debauchery where almost one in four buildings is either a tavern, a gaming house or a brothel.

The governor of the city is Viceroy Maissile (NE male human, Wiz 16) though in truth he "rules" with the consent of the leading oligarchs. Much power is held by a number of wealthy buccaneers, retired adventurers, merchants and thieves. They meet on a regular basis to discuss important issues and concerns of the day while the Viceroy serves as an executive officer.

Fountaindale receives its name from five enchanted fountains that spring forth from the ground in the plains surrounding the city. The fountains supply not only a source of fresh water but also keep the region fairly fertile. The wealthiest citizens maintain sugar plantations further inland each with a large slave work force.
 
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Rhineglade

Adventurer
DRAUGMORE

Official Name: Duchy of Draugmore
Ruler: His Grace, Duke Mierkos Hexhammer (NE male human, Brb 15)
Government: Semi-independent duchy owing fealty to the Fell-Emperor of Aelinore; Draugmore is controlled by powerful land-owning aristocrats, many of whom owe their positions to the Lich Mathraxis; rulership is unstable and non-hereditary based
Coat of Arms:
Notable Figures: Patriarch-General Bogdan Fellhammer (LE male human, Clr 15); Bronimir Firestarter (CE male human, Wiz 16), Eleonora, Duchess of Draugmore (NE female human, Sor 13)
Rule of Law: Neutral Evil. Government and legal system set up around self-serving needs of the state; little to no regard is given to the general population; sumptuary laws exist to greatly restrict rights of the common folk
Population: 360,000
Capital: Grossfort (pop. 16,500)
Major Cities: Safeport, Xanthid
Major Religions: Tormac, Mordagh, Kharon, Jocasta, Nerthys
Major Resources: grain, iron, foodstuffs, silver, copper, horses
Military: 17,000 (consists primarily of light and heavy cavalry augmented by light infantry armed with longbow; token navy supported out of Safeport)
Allies: Aelinore, Rhuthune, Golgathor, Avernia
Enemies: Hrathgar, Fairdale, Valoria

Long the home of semi-nomadic herders, the region known today as Draugmore has never been one of long-standing stability. Regime change is almost as common as the change in the weather. The majority of the population understands this fact and attempts to focus on daily life and simple survival while letting the axe fall as it were.

The Duchy of Dragmore is divided into a lowland area in the north and a highland area in the south. The central region is plateau and steppe which make it ideal for the great herds of horses that are driven across the landscape by the semi-nomadic population. Historically, the society is based on a loose federation of barbarian tribes with a heavy focus on military education. Children from an early age are separated from their parents and indoctrinated by clerics of Tormac. Riding, archery and basic survival skills are taught to anyone capable of handling a bow. Those who show particular promise are sent to serve in the national cavalry.

The common population are virtual slaves and indentured servants under the control of the powerful wealthy class known as the Skudra. The Skudra are mostly Comori lords from Aelinore who came to replace the former nobility of the Dheragos kingdom, a confederation that existed in these lands before being overrun by the forces of Aelinore.

Draugmore.png
 

Rhineglade

Adventurer
DUNWYN

Official Name: Kingdom of Dunwyn
Ruler: His Peerless Majesty, King Godrik of Dunwyn (CN male human, Ftr 13)
Government: Independent feudal monarchy with hereditary rulership based on patrilineal descent though female heirs can also inherit the throne if no direct male heir exists; king has limited authority outside of the crown lands
Coat of Arms: Azure, a lion rampant Or, tongue and claws gules
Notable Figures: Count Bertil of Timberlane (N male half-elf, Ftr 9/Drd 2); Freyalynde the White (NG female human, Wiz 18); Jannick, Duke of Hardfield (CE male human, Brb 11)
Rule of Law: Chaotic Neutral. Limited written laws exist with much of the nation following the practice of commonlaw. Laws vary by region and tend to focus on individual rights and freedoms particularly for the nobility and gentry
Population: 350,000
Capital: Oldcastle (pop. 26,500)
Major Cities: Brightfield, Hardfield, Timberlane, Trowbridge
Major Religions: Galdor, Ainu, Meru, Seralise, Nerthys, Tormac
Major Resources: Grain, wool, leather, silver, copper, some gold
Military: 12,000 (consists primarily of medium and light infantry augmented by heavy cavalry and heavy infantry)
Allies: Galiwyn, Meridia, Hrathgar, Runemark
Enemies: Barren Raiders, Rhuthune, Aelinore

The ancient Kingdom of Dunwyn is primarily an Altari nation with a sizable Voltari minority. The country stretches from the northeastern shores of the Brightwater running northeasterly to the foothills of the Whitehorn Mountains. The Wychwood and Whitewater Rivers form its western border while the majestic Silvertine separates the kingdom from the dwarven empire in the south. The southern lands , particularly around the capital, are low lying and dotted with lakes and rich farmland. The northern lands have higher elevations and tend to be more rocky with poor drainage. The western provinces are heavily forested giving rise to the vast Wychwood.

Following the withdraw of the Brythonian Empire, the barbarian tribes of this region began to compete with one another for dominance eventually uniting under a single authority by the end of the 10th-century of the Fourth Age. The Dunwyn kings have ruled with varying degrees of success often at odds with an increasingly powerful aristocracy. In theory, all secular nobility owe fealty to the King of Dunwyn. In practice, however, many of the more powerful nobles effectively rule their lands and territories as they see fit with little interference from the crown.

Much of the king's influence is centered around the capital city of Oldcastle, a fortified port community along the shores of the Brightwater Sea. The royal castle is an impressive stronghold built atop a hillock with a commanding view of both the coast and the hinterland. The kingdom is often at odds with the neighboring lands of Meridia. The royal families of each nation compete against one another for land, resources and magic. Border wars were quite common in the not-so-distant past. A roughly 30-year conflict known as the 'Border Wars' was officially ended with the Treaty of Oldcastle signed in 1648. The two nations have enjoyed a relative 12-year period of peace partially cemented with a union between the two royal families in the form of a dynastic marriage between the Meridian king and the daughter of the Dunnish king.
 
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Rhineglade

Adventurer
FAIRDALE

Official Name: Principality of Fairdale
Ruler: His Most Serene Highness, Prince Belwe the Just (CG male elf, Wiz 17)
Government: Independent feudal monarchy with elective rulership; head of state holds title of prince or princess; most nobles are elven or half-elven and elect the reigning prince who serves for their lifetime
Coat of Arms: Verte, a swan Argent
Notable Figures: Count Avilace of Riverford (CN male elf, Ftr 9/Rog 9); Eldoria Greenheart, Druid of Wild Wood (CN female elf, Drd 15)
Rule of Law: Chaotic Good. Limited written legal code with most laws allowing great personal freedom and liberty to all citizens of the state. Individual freedoms sometimes outweigh the needs of the state.
Population: 285,000
Capital: Swanhild (pop. 16,900)
Major Cities: Rivergard
Major Religions: Meru, Seralise, Nerthys
Major Resources: Foodstuffs, wine, silver, herbs, rare woods, gems
Military: 14,000 (composed primarily of light cavalry and light infantry)
Allies: Hrathgar, Valoria
Enemies: Draugmore, Rhuthune, Aelinore, Golgathor

The serene rolling landscape nestled between the Wild Wood and the Shadowhaunt Mountains has long been the home to the elves. Known for its tranquil beauty and rich farmland, the elves of Fairdale guard their homeland vigorously against any whom would attempt to defile it.

Fairdale is dominated by the Endormie River valley that separates the principality into roughly west and eastern provinces. The nation controls territory from the coastline of Azure Bay to as far north as the banks of the Warnow River. Except for the far eastern provinces along the Shadowhaunt Mountains, much of the principality is low lying and a significant percentage is forested.

The valley was occupied by the dragonborn of Brythonia during much of the 3rd Age but even during this period, fierce resistance was encountered by the elves of the region, particularly from the prominent Wild Wood. As the Brythonian Empire slowly collapsed into the 4th Age, the elves emerged from the woods and spread across the river valley beyond. The rich farmland of Fairdale produces an exquisite grape variety allowing the elves to make excellent wines which they trade to the neighbors in the North, South and East.

With the emergence of the Comori barbarian kingdoms to the West, and particularly with the rise of the Fell-Emperor of Aelinore, Fairdale has been repeatedly targeted by raids, border skirmishes and open warfare. This is even more frequent along the border to Draugmore to the south of the Wild Wood where territory is almost in continuous flux. The elves of Fairdale are a proud and vigilant folk though. Ages of fighting off such incursions have made the elves a stubborn and independent nation.

Mainly of the elven fiefs throughout Fairdale are considered at least partially autonomous. This seems to be a reflection of the elven sense of spirit and independence. However, all nobles pay homage to the local elf prince who serves as liege lord and figurehead from the capital of Swanhild.

Fairdale.PNG
 
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Rhineglade

Adventurer
Floating Kingdoms

Official Name: Confederation of the Floating Kingdoms
Ruler: Deoiridh, Queen of Nautilus (CG female human, Sor 9), Eileanora, Queen of Lamprey City (N female human, Wiz 16), Mairen, Queen of Portharbor (CG female human, War 11), Niamh, Queen of Dolphinia (N female half-elf, Drd 6/Wiz 11) and Rowena, Queen of Southwater (NG female human, Clr 6/Wiz 6)
Government: Independent confederation of five island kingdoms united in terms of trade and defense but each island actually autonomous; each kingdom ruled by an elected female ruler who reigns for life; authority of the queen varies with each kingdom
Coat of Arms: Party per chevron azure and argent, five escallop argent, a lymphad sail furled azure. Mantling azure and argent. Crest: a coronet or, a swan argent. Supporters: On either side a sea lion, sejant erect.
Notable Figures;
Rule of Law: Chaotic Good. Limited written legal code with most laws allowing great personal freedom and liberty to all citizens of the state. Individual freedoms sometimes outweigh the needs of the state.
Population: 200,000
Capital: None
Major Cities: Dolphinia, Lamprey City, Nautilus, Portharbor, Southwater
Major Religions: Uino, Ainu, Nerthys, Galdor, Seralise, Eileania
Major Resources: fish, gold, copper, rare herbs
Military: No standing army exists
Allies: Valkyria, Njordlin
Enemies: Pelinore (sometimes), Brimstone Isles

The Floating Kingdoms are a group of semi-independent city-states off the coast of the Telerian Continent. Predominantly a Teleri kingdom, the Floating Kingdoms are in essence a confederation of five sovereign realms each governed by a queen. They consist of five main islands called Aequonia, Mercia, Pelagia, Salinia and Thelassia with each island having one of the city-states.

The island chain itself lies between the Endless Ocean to the West and the Zephyrwind Sea to the East. The combination of moist air currents from both bodies of water, with the drier air coming up from the continent, make the Floating Kingdoms a Temperate Oceanic climate. Temperatures are moderate throughout much of the year though it tends to be quite colder in the higher elevations even during the warmer months. The weather can likewise vary from moment to moment though rarely to extremes.

The Kingdom of Dolphinia occupies Mercia, the largest island in the chain. Of all the islands, Mercia is the most diverse with the mountains of Khaladon in the south and heavy woodlands in the north. The Kingdom of Nautilus occupies the island of Pelagia, the northernmost in the chain. Cold air blowing off the Voltarian peninsula keeps Pelagia quite a bit cooler than the remaining islands. The Kingdom of Lamprey City, on the island of Thelassia, is perhaps the most cosmopolitan of the city-states. The Kingdom of Portharbor is on the island of Salinia off the coast of Valkyria. The Kingdom of Southwater is on the island of Aequonia, the smallest and southernmost island within the Floating Kingdoms.

According to many sages and scholars, the Floating Kingdoms occupy a nexus of sorts at the convergence of multiple mystical ley lines making this region a highly enchanted place. The islands are a favorite retreat for sorcerers, warlocks and wizards alike. Several variety of magical creatures are likewise native to the islands including the unicorn, fae and genie.

Floating Kingdoms.PNG
 

Rhineglade

Adventurer
FOLKS AND FACTIONS

Niamh, Queen of Dolphinia
Medium humanoid (half-elf), Neutral
Druid 6/Wizard 11
Armor Class:
15
HP: 77 (6d8+11d6)
Speed: 30 ft.
STR 13 (+1) DEX 9 (-1) CON 11 INT 19 (+4) WIS 18 (+4) CHA 15 (+2)
Saving Throws: INT +10, WIS +10 (adv on saves vs charm)
Skills: Animal Handling +8, Arcana +10, History +10, Insight +10, Investigation +10, Nature +10, Perception +10, Persuasion +8
Senses: darkvision 60 ft, passive Perception 20
Languages: Common, Elvish, Druidic, Sylvan, Draconic

Spellcasting. Niamh is a multi-classed Druid and Wizard. She casts Druid spells at 6th level. Wisdom is the ability for these spells (spell save DC 18, +10 spell attack). Shes casts Wizard spells at 11th level. Intelligence is the ability for these spells (spell save DC 18, +10 spell attack). She generally will prepare the following spells:

Cantrips (at-will): fire bolt, friends, guidance, light, mending, poison spray, produce flame, ray of frost, shocking grasp
1st Level (4 slots): animal friendship, cure wounds, detect magic, healing word, mage armor, shield
2nd Level (3 slots): continual flame, gust of wind, levitate, mirror image, misty step, moonbeam, scorching ray, see invisibility
3rd Level (3 slots): call lightning, dispel magic, fear, plant growth, protection from energy, sleet storm, stinking cloud, water breathing, water walk
4th Level (3 slots): control water, ice storm, Mordenkainen's faithful hound
5th Level (2 slots): hold monster, wall of force
6th Level (1 slot): arcane gate
7th Level (1 slot)*
8th Level (1 slot)*
9th Level (1 slot)*

* As a multiclassed spellcaster, Niamh gains spell slots as a 17th-level caster but can only prepare Druid spells up to 3rd level and Wizard spells up to 6th level. She can however cast any prepared spell at one of these higher levels making the spell more powerful while expending the spell slot.

Druid Circle of the Land. Niamh is in the Order of the Druidic Circle of the Land. As such, she gains access to bonus land spells (already included in her spellcasting trait).

Arcane Recovery. After completing a short rest, Niamh may recover up to 6 Wizard spell slot levels of 5th level or less in any combination. (usuable 1/day)

Natural Recovery. After completing a short rest, Niamh may recover up to 3 Druid spell slot levels in any any combination up to 3rd level. (usuable 1/day)

Land Stride/ Niamh may move through nonmagical difficult terrain as if it were normal terrain without expending extra movement. She can also pass through nonmagical plants without being slowed or harmed by them. She also gains advantage on saves against magical plants or spells that impede movement.

Conjuration Savant. As a specialist Conjurer, Niamh only needs to spend half as much gold and time needed to copy a conjuration spells into her spellbook.

Focused Conjuration. Niamh's concentration can't be broken when she takes damage while she is concentrating on a conjuration spell.

ACTIONS

Scimitar Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d6+3 slashing damage (magic silvered weapon)

Benign Transposition. Niamh can use an action to teleport up to 30 ft to an unoccupied space that she can see. Or, she can also use this ability to switch places with a willing target in range of size Small or Medium. (usuable 1/day but recharges whenever she casts a conjuration spell of 1st level or higher)

Minor Conjuration Niamh can use an action to conjure forth an inanimate object to her hand or upon the ground in an unoccupied space within 10 feet of her that she sees. The object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object. The object does radiate dim light out to 5 feet. The object disappears after 1 hour or if it takes damage. Once it disappears, Niamh may use this ability again.

Wild Shape. Twice a day, Niamh may use an action to assume the shape of a beast with CR 1/2 or less (including those with a swimming speed) and remain in this form for up to 3 hours. She retains her alignment, personality, INT, WIS and CHA scores as well as skill and save proficiencies. All other statistics are equal to the beast form she assumes. Some are her preferred forms include the elk (for charging and melee combat), the panther (for speed) and the dolphin (for aquatic escape or travel).

Niamh is the formidable Queen of Dolphinia, the largest of the five Floating Kingdoms. She is a half-elf of exquisite beauty. She is 5'4" tall and weighs 115 pounds. She has fair skin, long red hair and emerald green eyes. She is 65 years of age (middle-age for a half-elf). She is often described as an extrovert, lively, intelligent and strong willed. The daughter of Taran, a wealthy and successful human merchant, and Alana, a wood-elf duchess, Niamh is one of the wealthiest heiresses in the five kingdoms. She is the oldest of three children (she has a sister named Aelith and a brother Adime, both half-elves). Niamh was elected Queen in 1653 by the Chamber of Matriarchs following the abdication of Binne of Moonpearl.

Duchess Alana of Woodhaven, the queen's mother, always had high hopes for her family. Her children received the best education as a result. Alana's court is renowned and a mecca for minstrels, artists and musicians. Queen Niamh has likewise been a great patron of the arts and literature attracting all manner of bards, artists and scholars to her court. During her childhood, she developed skills of conversation, dancing, music, riding, hunting and playing various games of court. She is a consummate actress, shrewd politician and highly perceptive judge of character. She can sometimes be somewhat capricious however as she doesn't suffer fools lightly.

The Queen always wears a magical suit of +2 studded leather even under her court dress and carries a +2 silvered scimitar most of the time, especially when her Moon Guard are not in attendance. In combat, she uses her formidable magical talent to its fullest always attempting to separate attacking enemies through a policy of 'divide and conquer.' If members of her guard are with her, they are instructed to hold back engaging in melee at first. Instead, they protect the person of the Queen while see attempts to cast her area of effect spells first such as sleet storm, stinking cloud and ice storm. If an opponent proves to be a bigger challenge than she expected, she will cast her spells using one of her higher spell slots in order to cause greater damage.

NOTE: As with all of the queens in the Floating Kingdoms, it is well known that Niamh is in possession of one of the legendary artifacts known as the Tide Jewels. The Tide Jewels are rumored to be highly magical objects gifted by the gods of the storm and sea. They grant those attuned to them various enchanted protections, spell powers and certainly other abilities not generally known by others.
 
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Rhineglade

Adventurer
GALIWYN

Official Name:
Duchy of Galiwyn
Ruler: His Resolute Grace, Raedwald, Duke of Galiwyn (CG male human, Ftr 11)
Government: Independent feudal monarchy with hereditary rulership; sovereign carries title of duke which is passed on to his eldest male heir; duke rules as a virtual autocrat but call convene a council of elder statesmen and nobles as an advisory body
Coat of Arms: Gules, a wolf passant sable
Notable Figures: Knight-Commander Gundrum, Order of the Ebon Fleece (NG male human, Pal 14)
Rule of Law: Chaotic Good. Legal codes widely geared toward liberty and personal freedoms.
Population: 310,000
Capital: Dolstrand (pop. 12,900)
Major Cities: Havenhill
Major Religions: Galdor, Meru, Solovar, Seralise, Jocasta, Ainu
Major Resources: furs, ivory, grain, wood, silver, copper
Military: 15,500 (composed primarily of medium cavalry and light and medium infantry with support from heavy infantry; navy of 3 galleons and 8 cogs)
Allies: Meridia, Dunwyn, Pryderia
Enemies: Barren Raiders

The region known as Galiwyn has existed throughout history in numerous forms including at one time a kingdom, a county and a duchy. Ruled by a junior branch of the Royal House of Dunwyn, the lands of Galiwyn have been controlled by the descendents of Prince Radulf, the youngest son of King Ingjald of Dunwyn, who was granted the territory in the 13th century. Now an independent duchy, Galiwyn is located north of Dunwyn and the Wychwood, south of the Bela River and between the Stormcrest Sea and the Vanguard Hills.

The duchy has long been the home to roaming bands of Voltari and Aldari clans originally settling as a foederati (an outlying province accepting benefits from Shalizan in exchange for military assistance) of the Brythonian Empire. These early tribes established themselves as a kingdom sometime around the 5th century of the 4th Age. Territorial expansion was always a concern for the fledgling kingdom. As the Brythonian Empire retreated farther and farther south, the Galiwynians crossed the Whitewater River into Dunwyn and began a number of campaigns with their southern neighbor.

By the late 9th century, the royal line of Galiwyn ended and the former kingdom was briefly annexed by the Kingdom of Dunwyn, their former rivals. Galiwyn was split for a time into a duchy in the west and a county in the east. Through a series of dynastic marriages, the duchy and county would become united into a single fief of the Dunnish crown. During the Troll Wars beginning in 1215, King Ingjald of Dunwyn bestowed the ducal lands of Galiwyn upon his youngest son Radulf rather than leave the territory to his successor on the Dunnish throne. The current reigning duke's aunt, the former Princess Aelfwyn, is the Queen-Dowager of Meridia and has long served as a voice to this country in the Meridian royal court.

Galiwyn.PNG
 
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Rhineglade

Adventurer
GLYNDAMIR

Official Name:
Kingdom of Glyndamir
Ruler: Her Majesty, Queen Eolonde of Glyndamir (CG female high elf, Ftr 4/Wiz 16)
Government: Independent feudal monarchy with hereditary rulership; all nobles are elves or half-elves; rulership can pass to either gender and is based more on magical talent than birthright
Coat of Arms: Azure, a unicorn passant argent
Notable Figures: Oberlin, Prince-Consort of the Seelie Court (CG male high elf, Rgr 17); Scathach the Beansidhe Queen (CE female undead, Wiz 11)
Rule of Law: Chaotic Good. Fewer written laws. Government and legal code based more from tradition and common law. The legal interpretation may vary across the kingdom however based on the local noble.
Population: 250,000
Capital: Brightmoon (pop. 16,500)
Major Cities: Driftwind
Major Religions: Meru, Seralise, Nerthys, Galdor, Solovar
Major Resources: Silver, rare woods, spices, grain, gems
Military: 12,500 (consists primarily of light infantry and cavalry armed with spear and longbow with support from heavy cavalry and heavy infantry)
Allies: Thornward, Nazaire, Rendore (sometimes)
Enemies: Pelinore, Avernia

Glyndamir is the ancient realm of the elves and fae on the World of Dragonwick. It rests in pristine mountain valley among the northern foothills of the Spineridge Mountains. The mountains form the southern borders almost cupping the elven vale. The northern boundary is formed by the Marchwood and the Shield Hills.

On the surface perhaps, Glyndamir appears as a faerie utopia but in truth it is a land mired in discourse and virtual civil war. On the one side is Queen Eolonde, the leader of the Seelie Court who rules from the capital of Brightmoon. Flocking to her banner are the majority of the good aligned and many of the neutral aligned inhabitants of this realm. On the whole, those in the Seelie Court are inquisitive, mischievous, playful yet they also follow a somewhat rigid code of honor. On the other side is Queen Scathach of the Unseelie Court who rules from her abode known as the Fortress of Shadow high in the Spineridge Mountains. Those within the Unseelie Court are typically characterized as wicked, hateful, jealous, vindictive, aggressive and certainly dangerous. Thus her followers are more evil-aligned and include goblins, redcaps, hags, dark elves and even the dark undead. The two opposing forces continuously strive to outdo one another and maybe gain the upper hand in the battle for supremacy.

Of course not all of the population declares allegiance to either the Seelie or Unseelie Court. There are also "solitary fae" that live a life apart from the turbulence of the light and dark. Such individuals tend to be somewhat elusive, suspicious of strangers and very protective of their privacy.

Glyndamir.PNG
 
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Rhineglade

Adventurer
GOLGATHOR

Official Name:
Golgathor
Ruler: His Supreme Benevolence, Patriach Balthezar (NE male human, Clr 16)
Government: Dependent feudal territory governed by an figurehead appointed by the Aelinorian Emperor; Patriarch has a certain degree of latitude in daily affairs but most matters of significance must be approved by his liege
Coat of Arms: (Ancient). Sable, a phoenix gules
Notable Figures: Commandant-General Mezerine (LE male tiefling, Ftr 14); Prelate Tazernik (CE male human, Clr 15)
Rule of Law: Neutral Evil. Written legal system but one sided in favor of the state. The needs of the state will outweigh the needs of the general population.
Population: 200,000
Capital: Bloodpool (pop. 13,000)
Major Cities: Darkwall, Gallowtide
Major Religions: Mathraxis, Mordagh, Kharon, Jocasta
Major Resources: amber
Military: 10,000 (composed mainly of light and heavy infantry)
Allies: Aelinore, Avernia, Draugmore, Rhuthune, Aldimir (sometimes)
Enemies: Rendore, Defiant Lands (sometimes)

Golgathor is a burned out husk of its former self. Once a mighty theocratic state dedicated to the fire goddess Jocasta, the high priests and priestesses ruled from the citadel of Bloodmoon for generations. Ambition ran high among the hierarchs which lead to a most unfortunate of occurrences. On the day of the Summer Solstice in 1481, the Jocastic priesthood began a dangerous ritual in an attempt to open a permanent planar gateway into the Elemental Plane of Fire. The ritual was a disaster causing instead a temporary rift to open into the Plane of Fire instead. Great torrents of smoke and flame erupted from the rift. Carried by the winds coming up from the Howling Bay, the flames travelled inland and scorched a vast majority of the hinterland leaving nothing but burnt landscape in its wake. The region is now commonly known as the ‘Burning Lands.’ Most of the region east of the Amber Hills is soot and ash. Pockets of green can be found like an oasis here and there as nature slowly attempts to reclaim what it lost. Few permanent settlements are found here however.

Much of the population perished by fire on what was called the Great Conflagration. Those that survived fled to one of the towns along the coast, the Tyr River or south to the Defiant Lands. Jocasta’s cult of Golgathor perished in the conflagration. Those few that survived fled to neighboring lands or went into hiding. The nation however never recovered leaving it ripe for invasion. Seeing an opportunity to expand his holdings, the Fell-Emperor of Aelinore sent an army across the river into Golgathor to slay what little resistance was left. What was left of the population was either too weakened or too frightened to offer up any resistance. A few of the locals were allowed to live but most were either enslaved or killed.

From its ashes, a new Golgathor was born. This one a puppet state to Aelinore. The emperor squeezes what little he can from the Burning Lands. It also serves as a veritable gulag to which enemies may be exiled when death is not currently an option for whatever reason. The regime in Golgathor now is devoted to the Fell-Emperor and packed with all manner of sycophants. Most are blindly devoted to the Lich-Lord. Others fear and respect him. The former capital of Bloodmoon has long since been rebuilt but is an oppressive and somber city these days.

Golgathor.PNG
 
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Rhineglade

Adventurer
GRIMARCH

Official Name:
County Palatine of Grimarch
Ruler: His Most Honorable Lordship, Count Eudo of Grimarch, Marquis of the March (N male human, Ftr 9)
Government: Independent feudal monarchy with hereditary rulership; ruler carries the title of Count Palatine and the title passes on to the eldest male heir; count is likewise a peer within the Kingdom of Pelinore
Coat of Arms: Azure a cross or between four fleur de lis of the second
Notable Figures:
Rule of Law:
Lawful Neutral. Many written laws exist forming a class conscious and regimented society.
Population: 290,000
Capital: Heron Bay (pop. 21,000)
Major Cities: Crockfield
Major Religions: Kronum, Uino, Brannoc, Nerthys, Solovar, Eileania
Major Resources: Gold, platinum, electrum, grain, wool
Military: 14,500 (composed of light and medium infantry and heavy cavalry; navy consists of 6 war galleys, 8 cogs and 12 caravels)
Allies: Pelinore, Floating Kingdoms, Rendore
Enemies: Njordlin, Valkyria

Grimarch is an ancient former fief territory of the Kings of Pelinore. By the 11th and 12th centuries, the county gained palatinate status allowing it to become completely autonomous. The counts of Grimarch are some of the most wealthy and influential nobles of the continent as they still remain peers of the Kingdom of Pelinore.

The county lies along the Northeastern frontier of the Pelinore Kingdom between Pelinore and the Voltari kingdom of Njordlin. During the 5th-7th century, the region that would become the County Palatine of Grimarch saw much fighting between the northern Voltari and their southern Teleri neighbors. The kings of Pelinore, seeking to strengthen their northern borders, began a costly campaign of castle building along the River Brenz around 990. The region was entrusted to only the most devoted of nobles which one would presume would have the kingdom's best interest at heart. Profitable mining operations developing near the Joten Hills, combined with domestic squabbles farther south, along the aristocracy of Grimarch to exert more and more independence.

Over time, the counts become exceedingly powerful and wealthy. The marchland gained palatinate status as the counts further consolidated their influence through a number of judicious marriages. The capital of Heron Bay is well known for its semi-annual trade fairs which attract merchants from all around the globe. Grimarch has produced a number of noble adventurers who found fortune exploring the Cloudycrest Mountains in the East.



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