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Seldarn Empire Notes and Suggestions - help wanted
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<blockquote data-quote="arwink" data-source="post: 555672" data-attributes="member: 2292"><p><strong>Dunelthan</strong></p><p>Dunelthan is a dwarven kingdom, hidden beneath the Ironspine Mountains that separates Thilt and Chuldar’s western border from the Sulrathi desert kingdoms. The dwarves conceded a great deal of the aboveground land in their kingdom to the Empire in return for greater trading rights and the right to conduct their own affairs undergoing. The empire agreed to this arrangement in 112 AF, and it has remained in place ever since. Although Dunelthan is tied to the Empire in fealty and treaty, its dwarves are the sole imperial nation free of Seldar control at a ruling level.</p><p></p><p>Duenlthan is responsible for a great deal of the Empire’s armament, and its dwarves are master craftsmen. They also have a long history of mechanical innovation and disdain for magic. In the recent Trollmist wars, Dunelthan unveiled a newly discovered range of black-powder weapons that proved to be of great effectiveness. Although far from being widespread, it is rumored that Dunelthan’s access to weapons with a greater range and more power than a bow may soon represent an attempt to wrest its surface dwellings back from Seldarn’s control. Many fear an alliance between the newly armed Duneltharn dwarves and Thilt will spell a split in the empire. </p><p></p><p><strong>The Halark City-States</strong></p><p>The Halark Coast, on the Eastern side of the continent, is still a relatively wild and dangerous place despite centuries of Seldarn rule. For centuries the coastal region was a contested area between Seldarn and Gaunt, while the true rulers were a line of merchant-princes and Self-made lords capable of maintaining small, independent settlements that escaped notice while the two nations established military outposts and supply camps. </p><p></p><p>For all its supposedly neutral leanings, the coast was plagued by problems. Agents from Gaunt often tried to ferment trouble in various settlements, evil humanoids and worse creatures took advantage of the area’s disorganization and often the minor lordlings that established themselves were little better than the monsters and conflict they were supposed to be protecting the people from. Little by little, settlements turned towards Seldarn for assistance.</p><p></p><p>The nail in Halark’s independence came in 318, when a Teifling lord from Gaunt raised an army using enchanted Demonstones that warped mortal beings into monsters and enslaved them to his will. The coast was over-run with fell monsters and demons, and while a small local army fought against the invasion, only the leaders of a small town called Khest and the imperial forces managed to hold the demonic forces at bay and destroy the Demonstone. Those settlements that had been holding out against Seldarn control eventually capitulated and Halark was named a unified kingdom under the control of the Lords of Khest. Halark is still ruled by two of the Lords descendents, while a third – the elf Simon Humanborn, serves as advisor and High Priest of Tymora in the kingdom.</p><p></p><p>Control of many cities and towns along the coast remains with the descendants from the original lordlings and Merchant Princes who survived the Demonwar. Those settlements that didn’t have true leadership were soon settled by Seldarn nobles and were garrisoned with imperial guards, consolidating the Empires power. The history of Halark has been plagued with trouble since the war, and there are still many dark places that were corrupted I during that time that haven’t yet been cleansed. </p><p></p><p>The Halark coast itself is immense and hard to control. Many wild regions and ancient forests still exist within Halark’s borders, and there are numerous hilly and mountainous regions that are home to dwarf clans, gnomish villages and orcish tribes. The southern portion of the coast is dominated by the lizard-folk infested Great Swamp that separates the kingdom from the Southern Beastlands.</p><p></p><p><strong>The Eastern Isles</strong></p><p>The Eastern Isles were settled only two hundred years ago, after Halark came under imperial rule. They’re little more than a few small military settlements set in place to keep Gauntian ships out of Seldarn waters, although the capital city of Eaglespire has boomed in recent years with the discovery of a vast dungeon beneath it’s streets. The home to many adventurers and ne’er do wells seeking to plumb the treasures of the depths, Eaglespire has become less a military encampment and more a city of intrigue.</p></blockquote><p></p>
[QUOTE="arwink, post: 555672, member: 2292"] [b]Dunelthan[/b] Dunelthan is a dwarven kingdom, hidden beneath the Ironspine Mountains that separates Thilt and Chuldar’s western border from the Sulrathi desert kingdoms. The dwarves conceded a great deal of the aboveground land in their kingdom to the Empire in return for greater trading rights and the right to conduct their own affairs undergoing. The empire agreed to this arrangement in 112 AF, and it has remained in place ever since. Although Dunelthan is tied to the Empire in fealty and treaty, its dwarves are the sole imperial nation free of Seldar control at a ruling level. Duenlthan is responsible for a great deal of the Empire’s armament, and its dwarves are master craftsmen. They also have a long history of mechanical innovation and disdain for magic. In the recent Trollmist wars, Dunelthan unveiled a newly discovered range of black-powder weapons that proved to be of great effectiveness. Although far from being widespread, it is rumored that Dunelthan’s access to weapons with a greater range and more power than a bow may soon represent an attempt to wrest its surface dwellings back from Seldarn’s control. Many fear an alliance between the newly armed Duneltharn dwarves and Thilt will spell a split in the empire. [b]The Halark City-States[/b] The Halark Coast, on the Eastern side of the continent, is still a relatively wild and dangerous place despite centuries of Seldarn rule. For centuries the coastal region was a contested area between Seldarn and Gaunt, while the true rulers were a line of merchant-princes and Self-made lords capable of maintaining small, independent settlements that escaped notice while the two nations established military outposts and supply camps. For all its supposedly neutral leanings, the coast was plagued by problems. Agents from Gaunt often tried to ferment trouble in various settlements, evil humanoids and worse creatures took advantage of the area’s disorganization and often the minor lordlings that established themselves were little better than the monsters and conflict they were supposed to be protecting the people from. Little by little, settlements turned towards Seldarn for assistance. The nail in Halark’s independence came in 318, when a Teifling lord from Gaunt raised an army using enchanted Demonstones that warped mortal beings into monsters and enslaved them to his will. The coast was over-run with fell monsters and demons, and while a small local army fought against the invasion, only the leaders of a small town called Khest and the imperial forces managed to hold the demonic forces at bay and destroy the Demonstone. Those settlements that had been holding out against Seldarn control eventually capitulated and Halark was named a unified kingdom under the control of the Lords of Khest. Halark is still ruled by two of the Lords descendents, while a third – the elf Simon Humanborn, serves as advisor and High Priest of Tymora in the kingdom. Control of many cities and towns along the coast remains with the descendants from the original lordlings and Merchant Princes who survived the Demonwar. Those settlements that didn’t have true leadership were soon settled by Seldarn nobles and were garrisoned with imperial guards, consolidating the Empires power. The history of Halark has been plagued with trouble since the war, and there are still many dark places that were corrupted I during that time that haven’t yet been cleansed. The Halark coast itself is immense and hard to control. Many wild regions and ancient forests still exist within Halark’s borders, and there are numerous hilly and mountainous regions that are home to dwarf clans, gnomish villages and orcish tribes. The southern portion of the coast is dominated by the lizard-folk infested Great Swamp that separates the kingdom from the Southern Beastlands. [b]The Eastern Isles[/b] The Eastern Isles were settled only two hundred years ago, after Halark came under imperial rule. They’re little more than a few small military settlements set in place to keep Gauntian ships out of Seldarn waters, although the capital city of Eaglespire has boomed in recent years with the discovery of a vast dungeon beneath it’s streets. The home to many adventurers and ne’er do wells seeking to plumb the treasures of the depths, Eaglespire has become less a military encampment and more a city of intrigue. [/QUOTE]
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