The Campaign Region
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Comparison: The city of Northpoint is located on the continent of Aldrinar, which is comparible in size and latitude to North America. Northpoint has a climate equivalent to Quebec City, though slightly moderated by proximity to the sea. |
Northern Aldrinar
The Northern Countries
The kingdoms of northern Aldrinar are many and varied. As you read the summaries, keep
in mind that the majority of the land is wilderness - and not the tamed wild of the
modern-day national park. It is a vast, dark, magical place, with danger lurking just beyond the
fragile light of the campfire. Wolves, bears, mountain lions, boars and other beasts roam the
land and are a very real danger to the peasant with a fragile door. In addition, this is
a realm where the very land itself is alive - there are spirits, fey, ghosts, Shining Ones
and other magical creatures aplenty.
In short, this far north the borders between kingdoms are rarely well-defined. The kingdoms are mostly empty land, with towns and cities providing brief, shining beacons of civilization in the darkness. The kingdoms that are described as "A region of ..." do not have a strong central government. There are a multitude of small (50-300 people) tribes or clans with a common origin and culture, and while there may be an overall organizational structure the majority of the population is scattered across the land. What cities exist are subject to significant population fluxuations as harvest / trading season arrives.
Al-Rakseem: A region of Arabian-based tribes. Rakseem are slim, dark-skinned and
black-haired, with an aggressive temperment and a general suspicion of outsiders. There are
scores of nomad bands, each led by a chieftan or sheik. These bands acknowledge the higher
authority of one of seven caliphs, who are in turn ruled by a sultan. The sultan resides in
the capital city of Ispahan (is-PAN) at the mouth of the river Jabal.
Amesbury: Centuries after the settling of Whiteland a religeous war divided
the population, resulting in just under a third of the population retreating to the south.
Through a series of miracles performed by Saint Amesbury, they survived to cross the Runmal
and escape Whiteland. Centuries later the kingdom became known as Amesbury. Initial relations
with Whiteland, Mopoti-Jeno and Ulmar forced the society to be highly militaristic, and while
relations with the neighbors have eased there is still a strong tradition of military service.
There is anso a strong tradition of religeous freedom, with most cities having at least shrines
to several of the major pantheons.
Atakeek Essa: One of the satellite kingdoms of the Neskeek Empire. Technically a
monarchy with a representative parliament, the ministers are handpicked by the king, who is in
turn chosen by the Neskeek Emperor. Textiles are the primary industry, with metalworking a close
second. There is significant trade with Estan Malronz for mineral resources, and limited contact
with Honto Koto - though that trade is marred by military posturing and personality conflicts.
Colmantha: A region of orkish allied military feifs. Colmanthans are
short, light-skinned and fair-haired. Threatened from the south and east by aggressive humans,
Colmanthans have developed a strong military tradition and institute manditory weapons training.
A series of fortified towns line the rivers, with a rapid communication system linking a unified
military alliance.
Darsheen Empire: The major orkish civilization on Aldrinar, it is a military-based
monarchy with the reigns of power alternating between a small set of families. The Darshin nobility
are tall and graceful with dark hair and eyes, though this far north there are few pureblood
families. Most of the cities are comprised of natives, who are shorter and stockier with a
tendency for green eyes. The land is ruled by a series of appointed governors, each with
well-defined lands and duties, a medium-sized garrison of Darsheen Army soldiers, and a healthy
level of competition with each other.
Elmar: A militant religious society dedicated to the orkish pantheon, primarily
Wisuth. The land is mostly orkish but the society is very accepting of converts from any race.
The church is just, harsh and forgiving of ingormance, though forced education is one of the
penalties for a first offence - along with hard labor.
Eastern Kingdoms: A collection of loosely-defined kingdoms, feifs and tribal lands,
with orks make up the majority of the population. While civilization is sometimes little above the
Stone Age, there are well-developed woodcarving and weaponsmithing technologies. Few warlords
command beyond a few days travel from their home city, and trade and raiding parties come out of the
Eastern Kingdoms in about equal numbers. Think of Conan's native land.
Estan Malronz: An orkish monarchy, this is actually a coalition of smaller kingdoms
that have bound themselves together for mutual support. Wedged between the Darsheen and Neskeek
empires, with the aggressive Honto Koto to the east, the orkish lords saw the writing on the wall
and chose to present a united front. The mountains provide a natural defense, and heavy fortifications
defend the entrances to the three major river valleys.
Honto Koto, T'ien Ming and the Middle Kingdoms: This region is inhabited by a series of militaristic city-states that had its origins in China & Japan. The first rulers realized they would have to change some of their social rules if they wanted humans to survive in Lithgar, and one of the first to go was the prohibition against weapons to the farmers. Faced with the possibility of extinction or an armed & dangerous peasant class, the nobles regulated warfare between their fellow humans - only nobility could make war on nobility, and only commoners could make war on commoners. The nobles would fight amongst themselves to prove their right to rule, the merchants make money, and the commoners (including artisans and hedge-wizards) do all the work. This prevented wars that decimated the working class, who were needed as an effective combat force to fight off the locals. Combat between clans became combat between mere hundreds of people instead of tens of thousands. It further necessitated the nobility to consist of almost exclusively of highly-trained warriors, and allowed social mobility based on martial skill - the best and brightest of the commoners were married or adopted into the nobility. An series of rituals prevent mass adoptions to bolster the ranks before a war, and a clan must prove it has the means to support another member. The right of the nobility to casually kill a commoner was retained, but by necessity waned in use. Commoners are trained with staff, spear and tonfa, possess their own weapons and most hold at least middling skill in unarmed combat (in game terms, everyone has WF: Common Melee Weapons). The nobility are allowed to use swords, wear metal armor and ride horses, and at least 2 combat skill levels. Merchants are exempt from many of the limits on travel (they may ride horses) and have the right to conduct business with outsiders (anyone not from the Middle Kingdoms), but in return are forbidden from taking up arms (magic counts, as does hiring other people to fight for you) and pay hefty taxes. The upshot of all this is that the region has an extremely stable working class that suffers very little from the actions of the nobility, and is capable of responding to an external threat by mobilizing 60% of the population base into a well-trained army in a matter of hours. The nobility are trained from a young age in the proper arts: music, dancing, poetry, horsemanship, swordsmanship and war. Every single member of the nobility can fight to one extent or another - there are few rules defining noncombatants. When a clan is defeated the only mandatory dead are the central family, and the extended family is usually allowed to survive. They are ransomed, adopted or set free as ronin - which has the connotation as a wandering do-gooder rather than a wandering thief and potential brigand. In a land of magic, danger and violence, the existence of a well-trained military sub-class that deliberately goes looking for trouble (read as, danger to the kingdom) is recognized as a useful thing. There have been, of course, cycles in which sufficient ronin have banded together to pose a threat to a noble clan, with a variety of results. In contrast to the stability in the life of a commoner, the nobility is as dependable as a sandbar – usually solid and reliable, but easily shifted in a storm. The names of the ruling clans, the size and power of the kingdoms, borders, ownership of a particular city, etc can all change multiple times even within a single summer, with the nobility slaughtering one another in a series of battles and the life of the commoners continuing unaffected. If a player comes from the Middle Kingdoms I can draw a map showing the situation as it was when you left, but it’s undoubtedly changed since then and the only way to find out who’s in charge is to go and ask. The culture of the Middle Kingdoms is an integration of Chinese and Japanese cultures, with many of the ancient prejudices carefully maintained. The northern kingdom of T'ien Ming is almost purely Chinese, gradually changing to Japanese to the southern kingdom of Honto Koto. While time has given both cultures a common currency, peaceful trade relations and stable political relationships (they may not like each other, but they dislike each other less than they dislike barbarians, e.g. everyone else), they maintain separate languages, calendars, architectural styles and so on. While the Middle Kingdoms claim land northeast of the Arathal Swamp, there is only a tenuous presence beyond the hills to the east of the swamp, and virtually nothing within it. Amesbury is challenging the Middle Kingdoms for this land, but strong raids from Ulmar have prevented either from establishing a strong presence. Karak Adzan: A dwarven kingdom. A spliter group from the dwarven empire in the
Aldrintir mountains, Lord Adzan founded his Hall over 1200 years ago, carving a kingdom from the
wilds of the ork tribes. His line has ruled since, with only a few interruptions. There is
significant metallurgy in the central mountains, and extensive terraced agriculture along the
steep river valley. The region is heavily fortified, though sparcely, and subject to raids from
the northern ork tribes and the southern, more organized, Eastern Kingdoms.
Li-keek Nesh: One of the satellite kingdoms of the Neskeek Empire. Technically a
monarchy with a representative parliament, the ministers are handpicked by the king, who is in
turn chosen by the Neskeek Emperor. Li-keek is a major mercantile power and the capitol of Tuk-keen
is second only to Syreedik as a commercial center. There are extensive fortifications along the
Walnor, as the Middle Kingdoms routinely (over the centuries) threaten to expand.
Mopoti-Jeno: A region of African-based tribes. The human clans vary from friendly
and merchant-oriented to militant with cannibalistic tendencies, with the family having priority
over the clan, which itself takes prescidence over any higher authority. There is no current
central government, though empires have existed in the past and will do so again in the future
as strong personalities arise. Humans are in the majority, but there are many orks and a few skaven
tribes - the border between Mopoti and Ulmar is mostly a mapmaker's construct.
Neskeek Empire: The major skaven civilization on Aldrinar, it is a syndocracy masquerading as a parliamentary monarchy. Streching the length of the Moltar from the headwaters in the southern Skeep Plains to the fortress-city of Syreedik in the north, Neskeek is without doubt the most active trading and merchant marine presence on the continent. Regional House-Lords rule districts with nearly unlimited freedom, and as long as taxes are paid and the merchant guilds are satisfied they are left alone. A highly-trained standing army, highly mobile troops and an extensive system of well-maintained roads provide security against invasions, as well as against overly ambitious House-Lords. An emperor resides in the southern capitol hundreds of miles to the south, but his arm is long. The northern capitol Syreedik hosts the ships of dozens of foreign nations. It is a sprawling, overcrowded city of extremes, from the stinking ghettos to the opulent mansions of the nobility. It is said that anything can be bought, as long as one is prepared to pay the price. Most hasten to add that this is the only "law" that has never been broken, as this axiom is applied in a number of ways. Bribery, corruption, forged documents, illegal substances, slaves and ancient artifacts and all manner of stolen goods are available, and it is estimated that bribery is the primary source of revenue for the government. Quala'at Maan: Origionally, this rocky island was sparsely settled by skaven who
had left the Neskeek Empire for one reason or another (usually to avoid a death panelty). As the
tribes of Al-Rakseem began to wander and take up merchant interests, a number of the more extreme
tribes left the mainland with a trading fleet destined for the Devlon Isles. A number of them
stopped at the island, and have remained. Over time humans have come to greatly outnumber the
origional skaven, though relations have almost always been good.
Ulmar ta Ringon: A region of ork tribes, ranging in size from a few dozen members to
multiple clans of several hundred each. Hobgoblins are common and a threat to the surrounding
kingdoms, though mostly to the north as the mountains increase to the south. There are ruins of
long-lost civilizations, ancient burial mounds and hidden treasures, with the tales growing
with each retelling.
Valley of Mages: A human kingdom. They are mysterious and secretive, though they
have an active trade with both Karak Adzan and the Darsheen Empire. While there is a commoner
social class, it is rumored that even the dirt-poor farmers live better than a rich merchant
elsewhere. The kingdom has weathered multiple invading armies from Estan Malronz and the Eastern
Kingdoms, and obliterated them all. The Darsheen Empire has observed this and remained on good
terms with the Valley.
Whiteland:
A British-based kingdom. The humans from England traveled north and west
to the sea, then moved along the coast until they could go north no more. There they found an
ancient volcano wrapped in clouds and capped in snow, and they named the place Whiteland. It was
a land of new mysteries, danger, hostility from the warring skaven, ork and draconic forces. Over
time the humans defeated these threats and settled the land on the southern slopes of the Whitecap
Mountains. God and the years have been kind to them, and they now lay claim to all land north
of the Runmal. There are forts and castles dotting the landscape, especially in the south-central
region where raiding parties from Mopoti and Elmar strike. The primary language is English, with
the clergy learning Latin and the nobility knowing French.
Here There Be Dragons: There are several small, but powerful draconic settlements in the Devlon Hills. They are isolated and fiercely independent, though dragons have come to the aid of the Valley of Mages at times. |