Meridian Adventures: The Dragonwick Campaign

HRATHGAR

Official Name:
Holy Empire of Hrathgar
Ruler: His Imperial and August Majesty, Ulrik, by the grace of Berethor, Emperor of Hrathgar, King of the Dwarves, Lord of Wyrms (LN male dwarf, Pal 15)
Government: Independent feudal empire with electoral leadership; emperor must be a non-clerical dwarf and is elected by a group of seven electors composed of both religious and secular nobility; the emperor reigns for life but has very little real power; most power held by the Imperial Council of Lords
Coat of Arms: Or, a double-headed eagle displayed sable
Notable Figures: Aelfrik, Archcleric of Wyrms (LG male dwarf, Clr 18); Gormir, King of the Mountain (LN male dwarf, Ftr 12)
Rule of Law: Lawful Good. Laws tend to be codified and quite rigid but generally tempered with justice. Society organized in a rigid class hierarchy with each level of society knowing its place and expectations. Government is well organized and generally acts with honor and mercy. Rules and traditions are heavily observed.
Population: 600,000
Capital: Draupnir City (pop. 45,000)
Major Cities: Brinebay, Battleheim, Falkensward, Neinendorf, Silverforge, Stroich, Wyrms
Major Religions: Berethor, Nerthys, Solovar, Galdor, Eileania, Kronum
Major Resources: Iron, gold, silver, copper, platinum, electrum, granite, livestock, grain
Military: 30,000 (no permanent standing army exists; military is mustered from the various states within the empire when summoned by the Emperor; army consists primarily of heavy infantry supported by heavy cavalry and light infantry)
Allies: Dunwyn, Fairdale, Valoria, Meridia, Runemark
Enemies: Rhuthune, Segovia, Draugmore, Aelinore, Avernia, Golgathor

The powerful Empire of Hrathgar was born from the former Kingdom of Hammerheim and has long been a refuge for the dwarves of Dragonwick. The country contains a variety of landscapes and can be divided into four areas- the Central Hrathgar Plain, the Western Uplands, the Eastern Woodlands and the Northern Wetlands. Hrathgar also has coastline along the eastern shores of the Brightwater Sea. The coast is mainly flat with low chalk cliffs and white sandy beaches. Traveling farther inland, away from the sea, the land gives rise to the Silver Hills.

The central plains region are part of a massive lowland situated between the Silver Hills and the Whitehorn Mountains. A number of small lakes dot the gentle rolling farmland and wooded hills of the region. The Empire's northern and southern borders are formed by two great rivers: the Silvertine and the Warnow. The Silvertine, which originates in the Whitehorns, slowly meanders through the northern wetlands on its journey to the Brightwater. The river forms a picturesque valley lined with villages and castles.

The Holy Empire of Hrathgar is a great patchwork of hundreds of kingdoms, duchies, principalities, landgravates, counties, margravates and baronies. All of these are united under the symbolic rulership of the Emperor. The empire itself emerged from the dissolution of the Kingdom of Hammerheim that once flourished in its vast mountain halls beneath the Whitehorn Mountains. Legends speak of a great and ancient evil that lurked far beneath the surface of the world. The Hammerheim dwarves uncovered this evil which in turn destroyed most of their kingdom. The city of Wyrms, once the gateway into the mountain kingdom, was all that survived which helped usher in a new age for the survivors of the tragedy. The Prelate of Wyrms, a powerful and high ranking cleric of the Mountain god Berethor, petitioned the petty dwarf lords of the Silver Hills to come to the aid of the Hammerheim. Few of these clans responded to this call seeking to protect themselves and perhaps take advantage of the aftermath. Prince Balkar of Draupnir was one of the leading lords that came to the aid of his distant kin. With the assistance of heavily armored dwarven infantry, and magic of the Runecasters, the evil that threatened the land was banished or driven back allowing the survivors to escape into the valley below. The dwarves wondered the plains of Hrathgar for years competing against one another and the local Aldari human clans who had long farmed this region. Peaceful co-existence seemed to have been a thing of the past.

The Prelate of Wyrms, in his wisdom, came to the realization that only a single leader would possibly unify the disjointed clans. In recognition of his heroism and valor, Prince Balkar was appointed the first Emperor of Hrathgar in 910. In a sense, the legendary Kingdom of Hammerheim never truly ended. The authority of the king was simply transferred by the authority of the leading cleric of the kingdom to a new source. Using this authority, the Hrathgar emperors unite the local nobles under a single banner. This concept of translatio imperii is key to the Imperial authority suggesting that the emperor holds supreme power inherited from the Great Kings of Hammerheim.

Following dwarf tradition, the Imperial office is largely electoral though it has frequently been held by a single dynastic clan throughout the course of its history. The dwarf prince-electors, the highest ranking nobles of the empire, elect a secular dwarf from among their peers as 'King of the Mountain,' the heir-designate to the Imperial Office. Upon the death of the reigning Emperor, the King of the Mountain is crowned and anointed the new Emperor by the Prelate of Wyrms.

Hrathgar has never achieved the level of political unification found in the Kingdom of Pelinore to the West. Instead it has developed into a decentralized state. The Emperor has constitutional limitations to his power. The hundreds of nobles, though all vassals to the Imperial authority, also retain a great deal of autonomy within their territories, known as 'Imperial States.'


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Imperial Electors

By virtue of the Imperial Edict of 1352, the Imperial Electors of Hrathgar are those peers of the realm charged with the duty of selecting the next Emperor of Hrathgar. The edict limits their number to seven: 3 clerical and 4 secular. They are known by several titles but 'Elector' is the most common. They may also be called Imperial Electors or Elector-Princes.

An Elector of Hrathgar receives a number of benefits according to their rank and status. All Electors are considered of royal rank in terms of social precedence. Each governs are particular territory within the empire and enjoys virtual autonomy when in comes to control of this realm. Electors are able to maintain their own private army, mint coins and collect taxes.

The Imperial Edict legally names the following nobles as Electors:

Elector Aelfrik, the Prelate of Wyrms
LG mountain dwarf male, Clr 18 of Berethor
The Prelate of Wyrms is the preeminent cleric of the empire. He governs the Prelacy of Wyrms and likewise holds the titles of Arch-Chancellor of Hrathgar and President of the Electoral Council. Aelfrik is a pious and devoted dwarf. He is a skilled politician and theologian. His prelacy is known to be a strong and vigorous state. The Prelate often sponsors adventuring parties for expeditions in the Whitehorn Mountains and the ruins of the ancient Hammerheim Kingdom.

Elector Gorim, the Archcleric of Silverforge
LN hill dwarf male, Clr 14 of Berethor
Ambitious and materialistic to be sure, the Archcleric of Silverforge is a wealthy peer of the realm controlling the rich city of Silverforge and its surrounding territories. Lucrative silver mines are found within this region which add to the Archcleric's coffers. The city of Silverforge is an ancient religious site said to be the site of numerous appearances by the mountain god's avatar and emissaries. The city attracts are large number of pilgrims throughout the year. The Archcleric of Silverforge also holds the honorific title of Arch-Treasurer.

Elector Gronbek, the Archcleric of Everhelm
LN hill dwarf male, Clr 13 of Berethor
Archcleric Gronbek holds the honorific of Arch-Chamberlain in the Imperial Household. He is the preeminent cleric of the Everhelm archclericy and is known for his fanaticism and traditional ways. He is a stickler when it comes to rituals and is both wise and intelligent.

Elector Bazarl Battleroarer, King of Belegond
LG hill dwarf male, Ftr 15
The Kingdom of Belegond is a fief territory of the Empire located along the southwestern corner near the Warnow River. The kingdom guards the precarious border with the Principality of Rhuthune in the West and as such is of great strategic importance. The kings of Belegond are seen as prominent peers within the Empire and carry much influence within the Imperial Council. Bazarl, of the Royal House of Battleroarer, is known as somewhat of an eccentric though he is also highly intelligent. His years of military training have prepared him well to remain vigilant against the Fell-Empire of Aelinore but such experiences have also made him somewhat suspicious. The King of Belegond holds the honorary title of Grand Marshal of Hrathgar.

Elector Marduin, Count Palatine of the Silvertine
CN barter dwarf male, Rog 10
The Count-Palatine is influential noble controlling the important port-city of Brinebay along the eastern shores of the Brightwater. A follower of the merchant god Brannoc, Marduin is both shrewd and wealthy. He controls territory around Brinebay as well as along portions of the Silvertine River which forms the empire's northern border. The Count-Palatine of the Silvertine holds the honorary title of Arch-Cupbearer.

Elector Hagerion, Duke of Falkensward
N hill dwarf, Ftr 9
The Duchy of Falkensward is a large territory along the southeastern fringe of the empire near the border of Seralia. It is a somewhat provincial land with traditional ways and simple pleasures. The duke's wife, Duchess Sabina, is well known as poet and singer. Legends whisper she once used her song to calm a rampaging green dragon from the Timberline Forest on the eastern edge of the duchy. The Duke of Falkensward holds the honorary title of Arch-Steward.

Elector Torgald, Margrave of Neinendorf
CG hill dwarf male, Rgr 11
The northern marchland of Neinendorf sits near the southern edges of the great Troll Fens. Its people are hardy and tough having grown under the influence of the fens and its horrors. Margrave Torgald is far less concerned with imperial politics than he is with satisfying the needs of his nobles and commoners. He is an amiable noble, at least for a dwarf, and a skilled ranger. He holds the honorary title of Arch-Standard Bearer.
 

MERIDIA

Official Name: Kingdom of Meridia
Ruler: His Majesty, King Leofric of Meridia, Duke of Edgewood, Count of Squiregate (LN male human, Pal 14)
Government: Independent feudal monarchy with hereditary rulership; king often competes with leading aristocracy for control over the region; rulership follows the Salic Law allowing only males to inherit the throne though women are allowed to rule as regents
Coat of Arms: Gules, a unicorn rampant argent
Notable Figures: Prince Adelund, Duke of Northwick (LG male human Pal 9); Aelfwyn, the Queen-Dowager (CG female human, Rgr 7); Prince Bronwic, Duke of Highcrest (LE male human, Rog 10); Viceroy Nardo Nazarine (LN male human, Clr 12 of Brannoc); Queen Eilonwy (CG female human, Brd 9), Radigund the Magister (LN male human, Wiz 17)
Rule of Law: Lawful Neutral. Strongly ordered and regimented society with many written laws. Traditions and organization are greatly valued often with strict interpretation of the laws. Order will sometimes outweigh morality and the letter of the law is generally accepted over the spirit of the law. Discipline outweighs mercy.
Population: 450,000
Capital: Caerwall (100,000)
Major Cities: Dragonwick, Edgewood, Highcrest, Nevermore, Northwick, Shorehaven, Squiregate
Major Religions: Kronum, Galdor, Eileania, Meru, Solovar, Seralise, Brannoc, Ainu
Major Resources: Foodstuffs, wool, gold, silver, platinum, iron, gems, coal
Military: 22,500 (composed of light and heavy infantry supported by heavy cavalry; navy consists of 10 war galleys, 6 cogs and 8 caravels)
Allies: Hrathgar, Rendore, Selenir, Trytheria (sometimes), Pryderia, Dunwyn (currently), Galiwyn, Aldimir
Enemies: Aelinore, Golgathor, Avernia, Rhuthune, Draugmore, Wyngard, Barren Raiders, Dunwyn (formerly)

The Kingdom of Meridia is often judged by its long and illustrious line of kings. Royalty in Meridia did not always follow the traditional path common in other kingdoms throughout Hyperion. During the Brythonian ascendancy, the Altari tribal system prevailed in the region with hundreds if not thousands of petty tribal chieftains competing for control over their small territory. Although little is known about these petty lords, they did establish the foundation upon which the line of Meridian royalty is based. Since its origins, the rivalry between the kings and the nobles have been instrumental in influencing the history and development of the kingdom.

Arguably the preeminent kingdom of Hyperion, Meridia occupies the strategically significant land between the Stormcrest Sea in the north and the Brightwater Sea in the south. The western and eastern boundaries are traditionally held by the Rushwind Mountains and the Wychwood respectively. The climate of the kingdom is strongly influenced by a number of geographical features including the Rushwinds, the proximity to the sea and the active volcano located to the far southwest of the region. Weather is typically Continental and mild throughout much of the year with average rainfall during the summer months. Temperatures generally do not fluctuate greatly though they can dip below freezing in the higher elevations in the west and north.

Historically, much of the population gravitates along the mighty Grayflood river which bisects the kingdom into asymmetrical regions. The North and Northwest are generally more rugged and rocky while the south, particularly along the long coastline, is flatter and far more arable. Much of the hinterland is heavily forested with a great many deciduous varieties. Rivalry and even occasional open conflict have occurred between the north and south. The northern provinces are more rural and independent with a distinctly chaotic bent. Galdor, the chaotic god of war and freedom is seen as the patron of the region. The south, on the other hand, is generally more urbane, provincial, lawful and dominated by the church of Kronum, the god of law. The Meridian kings have often been at odds with their more independent-minded barons. Competition between these two political forces have long been a recurring theme throughout Meridian history.

The Royal Capital of Caerwall, sometimes called the 'Jewel of the Grayflood,' is one of the largest urban centers on the World of Dragonwick with almost a quarter of the kingdom's population dwelling within its walls. It is a chief center for trade, learning, religion, adventure, politics, culture and even magic. The politically powerful kings maintain a number of castles and fortified palaces within the city limits and in the surrounding hills. The royal entourage travels extensively from stronghold to stronghold throughout the year with the court following. Leofric, the current king, is a young royal with a strong-will and firm belief in the Divine Right of Kings. He became king at the tender age of 10 upon the death of his father King Theofric in 1643. Theofric's widow, Queen Aelfwyn, a Galiwyn princess, ruled as Regent though the true power was held by Viceroy Nazarine, a leading cleric of Brannoc. When Leofric came of age in 1651, he was officially crowned king and took control over the affairs of state as was expected though Nazarine, and even his mother, maintain considerable influence.

Significantly, an almost 30-year war between the neighboring Kingdoms of Meridia and Dunwyn came to an official end with the Treaty of Oldcastle signed in 1648. The treaty established acceptable borders between the two kingdoms and likewise lead to a union between the two royal houses which helped solidify the peace. The eldest daughter of the Dunnish king was betrothed to Leofric of Meridia and the two were wed in 1656 when Leofric was 27 and Eilonwy was only 18. Negotiations for the marriage were long and arduous partially due to the laws of Dunnish succession. Dunnish princesses could inherit the throne and this worried the nobles of Dunwyn who feared becoming subservient to Meridia should the crown of Dunwyn pass to a Meridian heir. A renunciation clause was written into the marriage contract which excluded Eilonwy and her offspring and heirs from the Dunnish throne.

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House of Balewine

The current royal house of Meridia is the House of Balewine, a relative newcomer to the world stage having come to power only in the last 70 years or so. Balewine began its dominance in Meridian politics with the ascension of Count Eadric Balewine of Squiregate. When the previous king, Eadric II of House Vesperia, died leaving no legitimate male heirs, the throne passed to his distant cousin the Count of Squiregate, a direct-male descendant of Oeric II of Meridia. Count Eadric was crowned King Eadric III on the 27th of Coldstead, 1594. Frequently called 'Good King Eadric,' the new king helped to unite a number of factions throughout the kingdom. As a northern lord, it was generally thought the new king would likewise help strengthen the ties between the North and the South but many of the northern houses remain distrustful of the Royal House of Balewine though perhaps not as openly aggressive.

Eadric III's first marriage was to Princess Moira of Vesperia, youngest sister to the previous three kings. The new Queen was well known for her legendary beauty and sense of fashion and brought culture to the royal court but the union was not a happy one. The couple never consummated the marriage as far as historians know, and the queen was thought to have had numerous liaisons on the side. The queen was imprisoned for a time before being banished from the court and the marriage annulled. Eadric then married a Trytherian princess, the wealthy heiress Mairwen Silverthorn of Trytheria. In many ways, Mairwen was the exact opposite of her predecessor. Stubborn and with limited intelligence, Mairwen was also quite plain in appearance but she brought a dowry of 600,000 gp which more than made up for her shortcomings. Even more importantly, the new Queen produced six children, including the heir, Crown-Prince Theofric who was born the year after the marriage.

After only a 10 year marriage, King Eadric III was assassinated in the month of Greenrise 1610, with his direct heir only 9 years old. Queen Moira was named as regent during her son's youth but she surrounded herself with sycophants from her home country and horribly mismanaged state affairs. The queen practically bankrupted the nation while attempting to hold on to the regency. This forced her son Theofric to assume the throne in 1617 at the age of 16. One of his first acts as king was to banish his mother from court and execute a number of her corrupt advisers. Born in 1601, Theofric was an interesting monarch. Sulky and secretive, even violent at times, he also had a great love of life and was a patron of music and the arts. As a king however, Theofric had perhaps limited effectiveness. It goes without saying that two of his greatest accomplishments were appointing Theodane of Dragonwick as his Viceroy and marrying a Galiwyn princess named Aelfwyn. Theofric had minor interest in political affairs and left most of the affairs of state to his chief minister, Viceroy Theodane. The Viceroy was a staunch Kronumite (worshiper of Kronum, god of law) and fostered in numerous government policies that oppressed the rights of the Galdorites (worshiper of Galdor, god of war). Even more so, the Viceroy managed to further weaken the power of the aristocracy while increasing the powers of the king forming a far more centralized government. King Theofric reigned for 33 years until his death in 1643 when his eldest son Leofric was only 10 years old. As with the previous generation, Queen Aelfwyn was named Regent during the young king's minority.
 
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Meridian Royal Crown Jewels

Gathered through the ages, the collection known commonly as the Meridian Royal Crown Jewels are a set of priceless objects and artifacts belonging to the person of the sovereign. As such, they are technically not the sole property of the monarch for they are always passed down to the heir to be used as they see fit during their reign. Each of the treasures within the crown jewels are a work of art in themselves and crafted with great care. Most of these items remain within the Royal Treasury and emerge only during a coronation or an important affair of state. A portion however, known as the Royal Armament, are weapons and objects of war or protection and used far more frequently by the sovereign.

'Isenweard' Iron Defender

A finely crafted sword of highly polished steel. The hilt is of gold and steel and wrapped with a leather thong. The blade and hilt are encrusted with multi-colored crystals and gems. A rounded onyx is embedded into the hilt as the pommel stone. The sword is kept in a sturdy leather scabbard etched in silver and gold filigree design and encrusted with gems and pearls.

The royal sword of state is the legendary blade known as Isenweard. The sword is a longsword and has the properties of a sword of sharpness. Objects struck by the sword thus will take full damage. Creatures hit by the sword on a natural 20 will take +14 slashing damage. The sword's wielder will than roll another d20. If this result is a 20, the sword will have severed one of the target's limbs. (See DMG for details). Legends say that the sword was bequeathed to the Meridian kings by the fae-lady of the Greyflood to be used in defense of the realm.

'Deagolferd' Hidden Mind

An emerald-cut emerald ring held by a double-claw prong of white gold on a ring of white gold.

The Ring of the King is an emerald ring with the properties of a ring of mind shielding.

'Feormynd' Clean Wind

A round cut amethyst gemstone in a setting of white gold suspended on a silver chain.

The Pendant of the Four Winds is a magical necklace with the properties of a amulet of adaptation.
 
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Wow Rhineglade - that is a lot of information. Very interesting stuff, thank you for sharing. I didn't see it in the original post, but do you mind if people burrow some or all of this for their campaigns?
 


Leofric, King of Meridia
Medium humanoid (human, Altari), Lawful Neutral
Paladin 14

Aura of Protection: 10 foot radius. Leofric and all allies within the aura can not be frightened, gain +2 on all saves (not included in the stats below) and have resistance against spell damage as long as Leofric is conscious
Armor Class: 24
HP: 88 (14d10)
Speed: 30 ft.
Proficiency: +5
Initiative: +1
STR 18 (+4) DEX 13 (+1) CON 11 (+0) INT 11 (+0) WIS 16 (+3) CHA 15 (+2)
Saving Throws: WIS +8 CHA +7
Immunities: disease
Skills: Athletics +9, Intimidation +7, History +5, Persuasion +7
Senses: passive Perception 13
Languages: Common, Elvish
Possessions: +2 plate mail armor, shield, sword of sharpness, ring of mind shielding, necklace of adaptation, figurine of wondrous power (Onyx dog)

Spellcasting. Leofric is a Paladin. He casts Paladin spells at 14th level. Charisma is the ability for these spells (spell save DC 15, +7 spell attack). He generally will prepare the following spells:

1st Level (4 slots): cure wounds, detect magic, ensnaring strike, purify food and drink, speak with animals
2nd Level (3 slots): lesser restoration, misty step, moonbeam, protection from poison, zone of truth
3rd Level (3 slots): daylight, plant growth, protection from energy, remove curse
4th Level (1 slot): banishment, ice storm, stoneskin

Fighting Style: Duelist. Leofric gains +2 dmg when wielding a melee weapon in one hand and holding no other weapon.

Divine Smite. When Leofric hits a creature with a melee weapon attack, he can expend a paladin spell slot to deal additional radiant damage to the target equal to 2d8 for a 1st level spell slot and an additional +1d8 for each level above 1st.

ACTIONS

Extra Attack. Leofric can use the Attack action twice on his turn.

Isenweard, Sword of Sharpness. Melee weapon attack, 5ft reach, 1 target. +9 attack. Hit: 1d8+6 slashing damage + 1d8 radiant damage. Objects hit take full damage. On an attack roll of 20, target takes +14 slash damage more and Leofric can roll a 2nd d20. On a result of 20, target has a limb severed. The sword can shed bright light in a 10-foot radius upon command and dim light for an additional 10 feet. The magical sword Isenweard is part of the Royal Armament.

Divine Sense. As an action, Leofric can detect the presence of any celestial, fiend or undead within 60 feet as well as the presence of any place or object that has been consecrated or desecrated. He may use this ability 3 times a day.

Cleansing Touch. As an action, Leofric can end a spell on himself or 1 willing creature he can touch. He can use this ability 2 times a day.

Channel Divinity: Nature's Wrath. As an action, Leofric can cuase spectral vines to spring forth within 10 feet on a creature within this range he can see. Target must make a successful STR or DEX save (their choice) against DC 15 or be restrained. Target can repeat save on each of its turns until free and the vines will vanish. Leofric can use either his Nature's Wrath or Turn the Faithless ability 1 time and then must recharge this ability with a short rest.

Channel Divinity: Turn the Faithless. As an action, Leofric can rebuke all fey or fiends within 30 feet that can hear him unless they make a WIS save (DC 15). On a failed save, the fey or fiend is turned for 1 minute or until it takes damage. If the creature's true form is concealed by an illusion, shapeshifting or other such effect, the true form is revealed while it is turned. Leofric can use either his Nature's Wrath or Turn the Faithless ability 1 time and then must recharge this ability with a short rest.

Lay on Hands. Leofric may use an action to touch a target and heal them. He may heal up to a total of 70 hp a day. Alternatively, he may spend 5 hp from this pool to cure the target of 1 disease or neutralize 1 poison affecting it.

Leofric, of the House of Balewine, is the King of Meridia. He is 27 years of age. He is 6'5" in height and weighs 230 pounds. He has light brown hair and blue eyes. Leofric was born on the 5th of Fadefall, 1633 to King Theofric and Queen Aelfwyn. As the eldest male child, he was the heir apparent to the throne. He father died on the 14th of Greenrise in 1643 making Leofric the king. However, since Leofric was not quite 10 years old, a regency was formed to govern the affairs of state in his name headed by his mother, Queen Aelfwyn. The young boy-king was indoctrinated from an early age on his god-given right to rule, an idea commonly known as the Divine Right of Kings. This upbringing has greatly shaped his personality. Leofric can be both stubborn and opinionated but also just and wise. He is known to form an opinon quickly and once he sets his mind on a matter, it is difficult to change his opinion. He does rely on learned advisers however including his trust Viceroy Nazarine and his Chief Magister Radigund. He views the feudal aristocracy as a weak link in the chain and seeks to undermine their power and influence whenever possible. His focus of control remains along the Greyflood River, the main waterway that divides his kingdom and serves as a lifeline of communication and trade. Many of the territories along this river are given in appanage to members of the Royal Family including his uncle (who controls Northwick) and his younger brother, the Duke of Highcrest, who controls the fief just north of the capital beyond the Foxfire Marshes.

When the 30-year Border Wars came to an end, a marriage was arranged through many years of hard negotiation resulting in a political match between Leofric and Eilonwy, the daughter of the King of Dunwyn. The two were married in 1654 and have a daughter, Princess Eleonora (b. 1655) and a son, Prince Theofric the heir (b. 1656). This union has allowed the king to focus more on internal affairs of the kingdom while strengthening its infrastructure. New building programs have begun in the Royal Capital of Caerwall and an ambitious castle-building program is underway in the northern provinces particularly along the western and eastern borders.
 
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Geography of the Meridian Kingdom

Rushwind Mountains

The Rushwind Mountains form part of the western border of the kingdom and continue running westerly to the north of Tritheria and ending in northern Pelinore. The mountains are typically steep and rocky with average heights of 3-4,000 feet. Much of the range is uncivilized and impassable. A few roads or paths lead across the range but these are scarce and not always 100% reliable. Bandits are known to prowl the region as are a number of far more fearsome creatures such as trolls, giants and even the occasional dragon. Several dwarf mining communities dot the area as do a few human settlements. Generally, these communities are more free-willed than the kingdom proper as the affect of law doesn't always reach this far into the mountains.

Crescent Hills
A range of rolling highlands that form the northern periphery of the Kingdom of Meridia. The Crescent Hills are named for the slightly bowed shape forming a sort of crescent. A number of rivers cut through the vales while the hills themselves can reach heights of 600-800 feet above sea level. The Crescent Hills are somewhat more populated than the Rushwinds and travelers may find remote villages scattered throughout the range. Most of these are communities of simple herders, trappers and hunters though some regions are also conducive to small scale farming. A number of lesser roadways cut through the mountains but the most traveled is the Royal Road which connects Squiregate to Northwick. Travel along these roads is somewhat secure as the military does patrol them on a regular basis and way stations are more common. Venturing off the path and higher into the hills is a bit more precarious as the hills are home to ogres and several clans of hill giants. Gnome and halfling communities are certainly more friendly to visitors but they are scarce.

Wychwood

A largedeciduous woodland forming the majority of the eastern most borders of the Kingdom of Meridia though the kingdom only controls but a few miles or so into the wood itself. The wood has long been thought to be haunted by the fey who do indeed seem to dwell in large numbers but the forest is also home to a number of other creatures such as bugbears, goblins and orcs.Several human villages are found particularly along the western fridge who claim allegiance to Meridia. Most of these are home to simple forest folk and woodsmen but simple trade also occurs between them and the towns and villages beyond, particularly in the form of furs, herbs, timber and fruits of the forest. A small band of rangers is said to patrol the southern region of the wood while a small cabel of druids oversees the whole of the woodland. The druid elder is said to be particularly powerful but with very little concern for the outside world beyond the trees.

Bramblewood
The central woodland of Meridia, the Bramblewood is a deciduous wood a fraction of the size of the Wychwood but with an extensive undergrowth making passage in certain areas also impossible save through magical means. The Bramblewood has long had a bit more sinister reputation as it is home to a few bandit tribes, a few of whom are particularly well organized. There are fewer human settlements within these woods though they are not completely absent. The prominent elven town of Swansdown lies but a few miles east of the Greyflood River. The elves owe no allegiance to the human kings of Meridia but are somewhat of an ally in any case. A decent amount of trade in both materials and information occur between the elves and the human merchants that sail their barges up and down the river. A half-elf ambassador from the Court of Meridia dwells in Swansdown to represent the king's interest. He post was established at the request of the Royal Magister Radigund presumedly for diplomatic reasons though why the king would be interested in a fairly small elven community is unknown. An ancient treant of some note dwells within the southwestern fringe of the forest. Going by the name of 'Grandmother Willow,' she has little interest in human affairs but is fairly passive as long as her home is not disturbed.

Great Dismal Bog
A vast marshland that saturates the northeastern portion of the kingdom along the edges of the Crescent Hills and the Wychwood. The swamp is home to a great many creatures both malevolent and benign. Small human villages dwell along the edges making their living through fishing, hunting water fowl and frogging. Lizardfolk dwell further inland and a coven of green hags haunts the heart of the bog. An ancient cult of Molghur, the plague god, once flourished in the swamp and a lost temple is rumored to stand somewhere in these waterlogged lands. Since the Dismal Bog has long been home to a number of rather unpleasant monsters, King Leofric of Meridia has recently begun to build a number of fortified structures in the southwest to monitor the region and keep the borders secure.

Caerwall Hills
The small hills surrounding the capital city are known simply as the Caerwall Hills. These highlands are not overly large, with few hills rising more than a couple hundred feet above sea level but many of them are forested and home to quite a number of beasts. The king often enters the hills on royal hunting expeditions and a number of the more prominent nobles of the realm maintain hunting lodges scattered throughout. The ruins of Caerwall Castle are found to the northeast of the city and are a favorite destination for all manner of intrepid adventurers. Several magical sites are said to be found here particularly the shrine of the Grey Lady, a water fae said to support the noble intentions of the Royal House. The hills are not without their dangers however as bands of wild centaurs claim portions of the more heavily forested hills in the west.

Foxfire Marsh
Encircling the Caerwall Hills is a natural marshland known as the Foxfire. The region is amply named for the great number of will-o-wisps encountered throughout often leading weary travelers to their doom. More dangerous however are the lizardfolk and bullywug clans who jealously guard their hunting grounds often slaying any intruders on sight. Few humans ever set foot within the Foxfire though a couple of druids are known to maintain the integrity of the marsh. They mainly keep to themselves, rarely approaching other humans but they are not believed to be hostile and are known for their knowledge of the region. In recent weeks, a number of corporeal undead have been spotted trudging through the marsh though their origin and purposes remain largely unknown.

Mount Wildfire and the Wildfire Hills
Marking the great western frontier of Meridia, this active volcano and the rugged hills that have formed in its wake between it and the Rushwinds are a dangerous region to be sure. Horrible creatures such as fire giants and salamanders are found along the volcano's base while equally deadly threats maintain lairs within the hills including manticore, giants and even basilisks. It would be strongly advised to stay clear of this wild country but the simple fact that it is rich in minerals and metal ores seem to attract a great number of characters. Several prosperous mining towns are sprung up in recent years farther to the north and merchants frequently pass through between Meridia and Tritheria to the West. The volcano, through still active, has been silent for centuries though it still spits plumes of smoke and ash on occasion. The volcanic ash that has been blown down to the plains in the east make the land extremely fertile and conducive to farming. A great many farming villages dot the countryside while keeping a steady and watchful eye on the ominous volcanic neighbor to the west.
 
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MERTHYRIA

Official Name: Kingdom of Merthyria
Ruler: Her Most Royal Majesty, Queen Cailean of Merthyria, Duchess of Seaward, Commander of the Fleet (CG female human, Ftr 9)
Government: Independent constitutional monarchy with hereditary rulership; rulership passes to the eldest child of the sovereign regardless of gender; sovereign exercises great power but is limited to a degree by the Council of Captains, the chief law-making and taxing body of the realm
Coat of Arms: Azure, a dolphin argent
Notable Figures: Prince Dougal of Anchorwell, Prince-Consort of Merthyria (CG male human, Ftr 14); Archcleric Eoghan (CG male human, Clr 15); Matriarch Mairead Waverunner (CN female human, Clr 16); Aedian the Justicar (N male human, Pal 14)
Rule of Law: Chaotic Neutral. Few written laws exist with emphasis on individual freedom and liberty
Population: 375,000
Capital: Anchorwell (pop. 44,000)
Major Cities: Seaward
Major Religions: Uino, Aino, Galdor, Jocasta, Seralise, Brannoc
Major Resources: Fish, copper, silver, rare woods, spices
Military: 15,000 (strong emphasis on naval power with fleet of 12 war galleys, 10 cogs and 10 caravels; token land force exists but mainly as personal troops to the nobility)
Allies: Coronar, Brythonia, Valoria, Aldimir
Enemies: Aelinore, Draugmore, Viridia, Brimstone Isles

The maritime kingdom of Merthyria, often known as the Kingdom of Sea and Storm, has long had a strong tie to the oceans of Hyperion. The twin cults of Ainu, the god of storms, and Uino, the god of the sea, enjoy great popularity here, particularly in the central highlands and along the rugged coastline. Merthyria occupies the eastern portion of the Khazarim peninsula with the Dwarven Kingdom of Coronar occupying the western half. The kingdom is known for its miles and miles of rocky beaches giving rise to the hills and mountains of the central highlands. The forest of Driftwood stretches along the southern coastline while the SPineridge Mountains and the Tahngarth Swamp marking the westernmost frontier.

The location of the kingdom, surrounded on three sides by water, gives the land a sub-tropical climate with high humidity throughout most of the year. Summers are typically long and hot while winters are somewhat shorter and quite mild. Summer monsoons are quite common while the higher elevations in the west have somewhat cooler temperatures. Merthytian history is tied closely to the sea. Often turbulent in nature, rival clan communities have competed against one another over the ages struggling for land and resources often driven by rivalry or jealousy. Piracy is a common practice, particularly along the southern coast, with plenty of potential targets sailing through the Cerulean Sea.

The capital city of Anchorwell is an important harbor city with a prominent naval community which serves as the home port for the Royal Navy, one of the strongest in the World of Dragonwick. A great many tiny islands are scattered off the east and southern shores which serve as havens for the wealthy nobility whom often escape to these islands for rest and relaxation.

Merthyria.png
 
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