Map of the Realm
Realm Atlas
Borland Territories (The Borderlands)
Primer Astrologia
Map of the Realm
This is a map of the Wreath-King's realm and nearby sovereign lands--some friendly, some not.
The region is made up of the royal duchies of Kingscastle, Sheval, Riversmouth, Landsend, Highbluff, and Woodcrosse, along with the Borland (Borderland) Territories. The capital of the realm is the city of Kingscastle.
Surrounding the king's realm are the lands of:
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Realm Atlas
This is a summary of the named areas of the Realm Map, in alphabetical order. Where relative, a description of regional changes in the three years since the Battle of Thunder Mountain (Post-TM) is listed. Blue text indicates a separate entry elsewhere in the Atlas.
UPDATED 09/19/2010 (orange titles)
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ASHESTAFFE KEEP
This incredible structure is an ancient magical fortification founded four centuries ago by Achernar of the Ashestaffe, legendary wizard and adviser to the first Wreath-King, and champion of the Realm. It was originally the immortal spell-caster’s Sanctum Sanctorum, but over the centuries it developed into an arcane school of learning, dedicated not only to the principles of High Magic practiced by Achernar, but to other disciplines as well, such as Enchantment and Alchemy.
The main central tower is a tall finger of pale limestone that shimmers in the moonlight. It is ringed by a series of six limestone walls, with each ring being a separate district. Each of the districts is responsible for a specific function of the school, with specialized buildings and assembly areas. The outer-most ring contains a public area, open to travelers and those seeking business with the school.
Achernar is the school’s titular leader, but the complex is presided over by a council of wise-men and teachers known as the Elders of Ashestaffe. Dwelling within the tower is a small community of several hundred scholars, students, and specialty craftsmen, all working to plumb the depths of magical knowledge and techniques. The residents and faculty tend to be insular, and few outsiders ever get far into the complex. The sealed vaults deep beneath the school are said to contain things both wonderful and terrifying, some of which should never again see the light of day.
The school is guarded by cadres of specially-trained soldiers known as The Seven Watches. The top two cadres are official knight orders, tasked with protecting the Elders (The Second Watch) and Achernar himself (The First Watch). In contrast to their heavily armored peers, these Knight-Magisters wear light armor, wield standard weapons, and can cast arcane spells. The school, its immediate grounds, and the lands surrounding it are a sovereign territory within the confines of the Duchy of Landsend, but they have no responsibility to the duke.
Cultural Equivalent: None in particular, although the school has a unique culture of honor and duty in service to king and realm, and their strict adherence to magical disciplines means that their day-to-day activities are highly ritualized. Most outsiders find it difficult to acclimate to the school’s strange and mysterious atmosphere.
Ruler: Arch-Wizard Achernar, First of the Seven Elders of Ashestaffe
Once known only as Chernar, apprentice to Meopham the Vanished, this master wizard was a traveling companion of King Caedmon I on his epic quest for the Lancea Deus (The Spear of God). Something he found or did during his travels has made him apparently ageless, but no one but he knows what it was.
He appears to be a thin man in late middle age. A grey hook of a beard juts from his chin, and his long dark grey hair is tied back in a fine braid. His eyes, however, reflect the serene wisdom of vast ages. His garb is somewhat plain and unadorned, but he carries a staff of palpable strength and power and his brow bears a simple circlet of shimmering metal. His presence and personality is awe-inspiring, and he clearly controls tremendous forces that weigh him down with constant strain. He is sharp-witted, though, and quick to laugh in less serious times. Some have noticed that, during quiet contemplation, his form seems to fade slightly and become transparent, almost as if he is slipping from the physical realm when at peace.
Seven Elders of Ashestaffe: The remaining members of the governing council are essentially the school aldermen who set policy, enforce discipline and standards, and advise Achernar and the king in all arcane matters.
Post-TM: The school has always owed its allegiance to the Wreath-King, and still remains openly dedicated to protecting the Realm and its proxy queen. Once the immediate crisis was settled with the Third Banner Council, Achernar went into self-exile in the wilderness to seek mystical guidance and portents regarding the future. He appears to have anticipated such events, and seems hopeful despite the tragic deaths of his friends and masters, Roderick and Alexander Goldhelm. The school continues its work, but monitors the activities of the Realm and the actions of its dukes to prevent chaos and violence from breaking out in the absence of a clear successor.
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AVONDALE FOREST
(AH-vun-dayle)
This ancient forest was once part of Sidhelankh, and this is most apparent in its eastern reaches, where certain types of plants and trees grow that are otherwise only found within the sylvan land. It is the protected domain of the Maidens of Avondale, an influential sect of pagan priestesses.
Unbelievably old and dense, the depths of this beautiful wood remain largely unexplored, and its mysteries are said to be many. Trespassers are forcibly removed, assuming they survive its dangers, but those caught hunting or otherwise harvesting the forest’s bounty are subject to one penalty under the king’s law…immediate death.
The Maidens dwell in a hidden temple somewhere within the forest, where they maintain the old traditions and rituals. From this secret shrine, they keep the civilized world’s peace with the pagan spirits and gods who still hold much sway, despite their waning influence in the shadow of the Holy Church. The Maidens also protect the forest’s sacred sites, many of which are said to be portals to the mystical realm of Arcadia.
Cultural Equivalent: Celtic with Sylvan influences
Ruler: Ygraine (EE-grayn), High Priestess of Avondale
Often derisively called the Witch-Queen by some in the Holy Church, it was Ygraine who gave the virgin maiden Gwynhyfyr to King Gladwain Goldhelm’d many centuries ago. By her action Caedmon I, the first Wreath-King, came to be born. It is unknown whether the current Ygraine is the same woman who lived long ago, or if successive high priestesses merely take her name as a title of office.
She appears as a thin woman of medium height, with pale skin and wispy grey hair. Despite her obvious age, she does not seem feeble in the slightest, and she walks with surprising speed and nimbleness. She wears the traditional raiment of the Maidens of Avondale, wool and silk robes over sammite undergarments, and a tight cap hung with a silken veil. Hers are of a finer quality though, stitched with threads of pure gold, silver, and mithril, the fringes lined with white mink. Her overcloak is made of holly leaves and ivy, and appears to be quite alive. She wears a crown of holly over her cap, interlaced with silk and veiled with stringed pearls and opals that conceal her wizened face. She walks with a gnarled spruce staff, the cap of which is an enormous crystal that shimmers brightly, even in complete darkness.
Post-TM: Since the formation of the Realm, the queen has always been a virgin Maiden of the Forest, but Sarah’s rise to the throne threatens to destroy this tradition because she is not an Avondale priestess. The Maidens are thought to be split in terms of which path to take under these new circumstances, but insider knowledge of the detailed situation is difficult to find. As a matter of record, during the Third Banner Council after the conclusion of the war, Ygraine reluctantly supported Queen Sarah until the selection of a new king, barring any new guidance from their divinations. The resolution was not her first choice, but she expressed optimism that an answer will reveal itself in due course. Minerva–King Roderick’s widow and herself a powerful and respected Maiden of the Forest–was Sarah’s advocate during the debate, but it is not known if this signals friction between the former queen and Ygraine.
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BAY OF GNASHING TEETH
This enormous “bay” in the furthermost reaches of the frigid North Sea is actually a wide ocean channel separating Jotunheim from Duerheim. It is choked year-round with dangerous ice floes and deadly icebergs that smash ships to flinders and send their crews to the bottom of the cold sea. At the height of winter, however, the channel often freezes at the narrowest point between the two landmasses, forming a temporary span called Der Verlorn-Bruke (The Lost Bridge). It is during this time that Frost Jotuns cross the ice and raid into the dwarf-lands.
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BORLAND TERRITORIES
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CANTOR
Situated at the head of Lach Daep in Borland is a fortified town–the largest settlement in the territories–built on the site of ancient ruins. It is famous for its sewers and the labyrinthine tunnels beneath, which seem to be endless and ever-changing, and home to fearsome creatures. Many strange and valuable treasures have been brought out of the Catacombs of Cantor, but intrepid adventurers who enter are often never seen again.
There is a thriving adventuring industry here, including a reputable dealer of items found within the Catacombs and a market faire with quite an interesting reputation. Cantor also boasts a small gladiatorial arena, and fights are popular. The townsfolk have a fierce independent streak and a sizable number of them can best be described as having “odd” personalities. Citizens are generally tolerant of strange behavior (to a point), and minor violence in the streets is commonplace.
Cultural Equivalent: English/Welsh
Ruler: Lord Cantor
Post-TM: One of the oldest settlements in the Borderland Territories, the town of Cantor holds an important place in the history of taming this region. Once a remote outpost, the town thrived on those seeking fortune and glory in the strange ruins deep beneath the streets. New growth and immigrants from other parts of the Realm are boosting the town’s fortunes even further.
Lord Cantor stays busy solidifying his hold on his lands and building influence with other stewards, while simultaneously managing the in-fighting between his southern neighbors and repelling raids from Dame Buddica and her clan to the east.
He was always loyal to the king, but the remoteness of his lands once gave him a great deal of independence, which he relished. Now, however, the influx of new populations and the increased oversight by Realm factions causes him great consternation.
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CASTLE OF THE GOLD WREATH
In a wide natural clearing deep within Avondale Forest is a round tor, surrounded by a rushing, rock-strewn brook. This large hillock was once the scene of many rituals and ceremonies to the pagan gods, and it has a long and storied past. Upon this ancient sacred site sits the castle of Ordum Aureus Coronus–the Knights of the Gold Wreath–the king’s personal order.
The castle itself is very old and is said to have pre-dated Lord Gladwain’s time. Who built it, and why, is lost to antiquity, but the Gold Wreath Knights maintain the castle to the highest degree. Many speak of mysterious caves beneath the mound, huge underground grottos that some say lead to a subterranean realm. Others claim they are portals to the mystical lands of Arcadia.
The castle is made of immense granite blocks, weathered and worn by the elements, yet still sturdy and strong. It is square and tall, a solid monolithic structure with no interior courtyards or open spaces. Each corner of the castle is aligned with a compass point, and is capped with a smaller square tower rising above the trees.
The order has always been fanatically loyal to the Wreath King, but their affiliation with the Maidens of Avondale is nearly as strong. One elite sect of the order–Militus Faeum ("Warriors of the Fey")–is charged with protecting the priestesses, and they are quite distinctive in appearance. They typically wear studded armor or mail instead of heavier plate armor, and their garb is ornamental. Each member of the sect chooses a guardian animal, and that motif defines the look and details of their armor and clothing. They wield natural magic, but the sect's peculiar ways are unknown to outsiders, even to those within the order proper.
The remaining majority of the knights are fairly typical in appearance and tactics as other orders, although they are of the highest caliber and filled with great pride and honor. The king is their titular leader, but he is also considered a fellow disciple. Caedmon is the order’s patron saint.
Cultural Equivalent: Celtic/Welsh with Sylvan influences
Ruler: Knight-General, Andronicus Staghelm
Post-TM: Most of the Gold Wreath Knights have withdrawn to their castle in the wake of the kings’ death. Their views and plans remain shrouded in secrecy, but they face an obvious existential crisis. If a new king is established, it would be acceptable, from a chivalric perspective, to swear fealty to a new bloodline in the spirit of keeping the “idea” of the Wreath-King alive. If the crown is disbanded, however, they would become knights without a purpose, “black” knights with no livery and no master. Of note, when Ygraine and her priestesses attended the Third Banner Council, she was accompanied by Lord Staghelm and a contingent of Fey Knights, but since then, no sign of them has been seen.
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CASTLE OF THE MORNING STAR
At the easternmost point of the Realm, on a cliff overlooking the becalmed waters of the Sea of Elucidar, sits the citadel of Ordum Elucidarum–the Order of Elucidar. They usually refer to themselves as the Knights of the Morning Star, however. The site of the castle is said to be where ships bearing the few survivors of the sinking of the Auldic capital of Elucidar finally landed after several harrowing weeks adrift. The light of each new day first strikes the Realm at this very spot.
The castle is comprised of a tall, three-sided tower, surrounded by a cluster of six similar towers of varying height. The entire complex is encircled by an ancient ring of twelve megalithic standing stones. Each of the towers represents one of the major planetary bodies; the central tower–the shortest of the seven–represents the Earth while the remaining towers are analogous to the sun, the moon and each of the other five planetary bodies (see Primer Astrologia). By tradition, astronomical observation is one of the order’s principal duties, which has led to many strange and secret rituals.
The keep towers are made of dense grey stone, and the architecture is plain and unadorned. All doors and windows face eastward. The megaliths are connected by a steep earthen berm, bristling with sharpened stakes. Two bands of deep trench-works surround the entire ring, providing a difficult set of obstacles for an attacking force to overcome.
Each day, as the first rays of sunlight appear above the horizon and illuminate the top chamber of the highest tower, a long, low note is sounded on a tremendous bronze horn. This ritual is meant to symbolize a call to survivors of Elucidar to find their way to refuge.
The Knights of the Morning Star are a small monastic order, and they live austere lives of quiet contemplation. Their duty and purpose is shrouded in mystery, since they describe their rituals to no one. The Holy Church is suspicious of the order’s practices, and there have been past accusations of pagan heresy, charges flatly denied by the knights. Nevertheless, they find themselves somewhat ostracized from the rest of society. They often attract members with unorthodox views.
While they ostensibly serve the Duke of Woodcrosse, and by extension the Wreath-King, their solitary nature has meant they are only called upon during times of great emergency. Other than those situations, the knights remain largely cloistered in their towers and do not involve themselves in Realm politics.
Cultural Equivalent: French Cathars, Gnostics
Ruler: Knight-General Hugue de Molay, Illuminated Grand-Master of Elucidar
Post-TM: The order’s status puts themselves outside the normal ken of politics. During the war, the Knights of Elucidar rode in support of the king’s army against the undead hordes of the Covenant Necromancers. Their glimmering swords and sun-emblazoned shields proved mighty against the undead ranks, which melted before them as they sallied forth. Despite this, the knights were unable to prevent King Roderick Goldhelm from falling in battle, and this sense of failure has deeply affected them.
No one expects the knights to take a side in the current tensions, and they have been quiet observers of the political struggles engulfing the land. However, it is rumored that their guilt and regret over Roderick’s death may cause them to affirm their allegiance to the throne and Queen Sarah.
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CASTLE URSA
On an island in the middle of a small lake, in the heart of the Whiteoak Forest, sits the citadel of Ordum Ursus–the Knights of the Bear. The mostly-wooden castle is made of thick beams of white oak lumber, and its layout follows the lines of the island terrain in a very natural way. Trees grow within its walls, and the main structure is built around a central courtyard at the peak of the island.
Here, an enormous white oak tree stands as it has for centuries, its tremendous canopy shrouding the entire castle. The fortification’s towers rise up through the branches, some of which are wide and sturdy enough to serve as gantries, enabling soldiers to run from tower-to-tower across the high boughs of the tree.
The order serves the Duke of Riversmouth, as they served the lord of these lands in centuries past. Like all knight orders, the Order of the Bear has its roots as a band of tribal warriors, but the Ursas have a particularly strong affinity for their pagan past, rivaled only by the Order of the Gold Wreath.
Their name comes from identification with the zodiac constellation of Ursus the Bear–the mighty mythological prey of Orion the Hunter, the god-king of the ancient Auldic Empire and the template for the Wreath-King. Honored knights wear helms adorned with bear-head pelts, badges of great prestige among the order’s members. Instead of a contingent of holy priests to aid them, the Knights of the Bear rely on astrologers to protect the order and chart Ursus' course (and that of the other constellations) across the night sky to guide their activities. This vexes the Holy Pontiff in Kingscastle to no end.
Cultural Equivalent: Old English (with a touch of Welsh)
Ruler: Knight-General, Beornard Galloway (BAY-or-nard GOWEL-uh-way)
Post-TM: Like many orders, the Ursas are deeply conflicted about the current situation. Many have decided to reinforce their fealty to the duke in the absence of a kingly successor, while others abandoned the order and became free-lances. Some remain loyal to the throne, and support the queen until the question of succession can be resolved. Lord Galloway is a friend and ally of Duke Lancaster and supports his current position of sustained allegiance, but with an eye to independence if the succession can not be quickly worked out.
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CWM CANNANDR
(KOOM KANN-ehn-duhr)
The famous epic poem that details the tragic end of the Auldic Empire claims that “Sturdy Cwm Cannandr” was “swallowed by the mountains.” The location of this mythical city was hidden until just a few years ago, when the ruins were discovered buried deep beneath the High Hedge Mountains by the renowned adventuring guild, the Deepdelvers of Riversmouth.
By royal decree, this area is off-limits to all save the Deepdelvers, who have a writ of exploration signed by King Roderick. The ruins are only accessed via a narrow, hazardous gorge, which is well-protected by a sturdy watchtower, built by command of the king. A detachment of soldiers guards the site from outsiders and only the guild’s members are allowed to foray within.
Wondrous treasures as well as works of ancient art and lost knowledge from antiquity have been recovered from its buried chambers, but the ruins are also filled with a host of terrible creatures most foul and profane, that set upon intruders and deliver horrible death. The guild has lost a number of its accomplished members during the exploration, a chief reason for the king limiting those who may enter the area.
Post-TM: With King Roderick’s death, some freelance adventurers have begun questioning the Deepdelver’s exclusivity to the ruins. There have been recent infiltrations of the area, in defiance of the king’s writ, and the guild is having to resort to extraordinary lengths to keep “their” find safe from treasure-hunters, plunderers, and thieves.
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DRAGAHALLA
(DRAW-guh-HAWL-uh)
The Hall of the Dragon is the “capital” of the lands of the Northmen and seat of the High King of Njord. The city is the home of the governing council, called the Thing (pronounced “ting”), and it consists of orderly rows of wooden longhouses, granaries, steam-lodges, and sod-roofed, cairn-like huts, some quite large and spacious. The city straddles the steep slopes of a fjord where the deep inlet meets the sea. It rests atop a massive field of thermal springs, shrouding the settlement in a perpetual cloud of fog.
Cultural Equivalent: Norse/Scandinavian
Ruler: High King Harald Hjalfsson the Venerable (HARE-uhld HYUHLF-sun)
The wizened old king’s health has slowly deteriorated over the years. He is now thin and pale, and his wispy beard trickles down to the buckle of his belt. King Harald is attended by three of his grandsons, who serve as both guards and trusted advisers. He has difficulty speaking, but his words are rich and flowery–easily the match of any poet or skald–and he can be quite persuasive when his passion is aroused.
Post-TM: The Thing has always been a loose congress of clan leaders who elect the High King, a largely ceremonial arbiter of disputes. The council is fractured and weak, incapable of governing, and the chaos has revived old clan rivalries, some breaking out into open conflict. Surrounded by enemies and cut off from allies, King Harald has become indecisive and unsure, retreating to solitude as his kingdom crumbles around him.
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DUCHY OF HIGHBLUFF
The highlands of the Realm are sparse, rolling grass plains, broken up by patches of rocky hills and tall stands of cedar and ash. The territory is rugged but fertile, and clans of hearty men farm the land and tend their herds. The weather is generally cold and wet, and vast fog banks often descend from the mountains to blanket the plains.
Highland warriors wear patterned kilts representing their clan affiliations, and they are known to enter battle bare-chested and painted or covered with mud according to their family tradition. They are fierce soldiers who have not quite adapted to the formalized battle practices of the Realm, but instead use their ferocity and undisciplined, often reckless tactics to “shock” enemy forces into submission.
Cultural Equivalent: Scottish
Ruler: Duke Angus macHadden
The duke is a huge tree of a man, with the size and bearing of a young aesir male. He has fiery red hair and a thick beard, unkempt and flecked with bits of grass and food. He wears a tartan kilt with an elaborate belt, and a simple jerkin. Strapped on his back is a beautiful broad sword (he is the only duke to openly wear a weapon). Despite his fierce appearance, he is a jolly man and friendly. Duke Angus can be loud and boisterous, and often crude, but he is well-liked by his men and by his peers. In battle, his prowess is legendary.
Capital: Highbluff
Post-TM: It’s well known that the duke is unhappy serving a woman, but Sarah’s shrewd deals at the Third Banner Council seem to have staved off any revolt from the highlanders. He shows little taste for independent status either since the remoteness of his lands makes it unlikely that he would hold nearly as much power or influence that he does as a duke. Without the allied support of the crown and the other dukes, he would have also difficulty securing much of his territory.
Therefore, The Red Duke has settled into a grudging acceptance of the current situation, but he is quite vocal about the need to settle the succession issue soon. As part of his deal with Queen Sarah, he received permission to pacify parts of Gaelt (if he can). He hopes to secure a clear trade route to Londinium and Njord beyond, to bypass the North Sea, which is under the control of the fleets of Duerheim. This would mean large expansions of the duke’s holdings; however, his actions violate centuries-old pacts and treaties with the Gaelts, which has that barbarian folk in quite an uproar.
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DUCHY OF LANDSEND
(LANZ-end)
Bound to the north and west by snow-capped mountain ranges, the hinterlands of the northwestern Realm are verdant and well-populated, dotted with tall hills, lush valleys, and deep copses of pine and fir trees. Cozy little villages dot the countryside, and the people are productive and generally happy, although recent tidings have diminished that somewhat.
The common folk are sober and practical, hard-working, and somewhat cautious of outsiders, but hospitable to guests. They are regionally proud, and less concerned with their status in the greater kingdom. Landsenders typically view their allegiance to the Wreath-King simply as the most practical choice.
During the recent skirmish with Duerheim, the Duke of Landsend and his family were caught fleeing the capital by sea, and their vessel was set upon by a dwarf warship and sunk. Some aggressive political maneuvering brought a little-known burgomaster (a local count) to the ducal seat of power, and he immediately sued for peace with the dwarves.
Cultural Equivalent: Germanic
Ruler: Duke Odgar Edmundson
The duke is a corpulent, poorly-mannered brute with a gluttonous appetite for food and entertainment. He still wears the garments of a country squire–a simple heavy tunic over stockings, and unpolished cobbled leather shoes. However, he has taken to wearing a jeweled bronze and silver crown as a station of honor, which contrasts wildly with the rest of his attire. He is loud and crass, but politically astute and an expert on the realm law. Many political foes have shrugged Edmundson off as an ignorant thug, but his keen mind and ruthless tactics have bested them all.
Capital: Landsend
Post-TM: Duke Edmundson is an unpopular regent who has nevertheless tapped into the simmering resentment of the peasantry to consolidate his power. He openly supports independence for his lands and the freedom to maneuver and negotiate on his own, and he has forged closer ties to Duerheim. Rumors abound that the count, formerly one of the former duke’s advisers, betrayed his lord and informed the dwarves of the noble’s escape attempt.
His off-putting personality and seeming capitulation to Dwarf King Svartsturm have embittered his fellow dukes towards him. His sometimes-crazy rants against the power of the throne and the illegitimacy of Queen Sarah appeal to the peasantry on a nationalistic level, as a way to assert traditional values against the wealthier, more cosmopolitan duchies to the south.
Edmundson’s treaties with the dwarves have brought some controversies, though, as large factories and industrial mining operations have been erected throughout the mountains, and an influx of dwarf laborers has strained local resources. The dwarves have also taken over “management” of Dungarin’s Bridge and now aggressively tax merchant trains crossing it.
Those issues, combined with Duerheim’s veritable naval blockade of the North Sea, and their incursions into the peaceful region of Gnomevale are creating a growing backlash against some of Edmundson’s policies. However, the only public display of protest so far was violently quashed by the duke’s men, and his political opponents have gone silent.
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DUCHY OF NORTH KINGSCASTLE
These lands are the personal domain of the Wreath King. This diamond-shaped region is bounded by the northern fringes of Avondale Forest and by the southern shores of Lac Glimmere. Its distinctive shape and position at the center of the Realm suggest a heart, and explains why this symbol is part of the Goldhelm livery.
There are three distinct areas within the duchy, the great lake to the south, the plains and hills of the middle lands, and the deep, sylvan forest to the north. The duchy incorporates the entire area of the lake, and vessels from all parts of the Realm ply its waters. Despite their location, the middle plains are sparsely populated, a deliberate effort to keep the king’s lands pristine, in honor of its pagan roots. Avondale is off-limits to most Realm citizens and outsiders alike, and there are virtually no settlements within its borders.
Cultural Equivalent: Anglo-Saxon with Celtic/Welsh influences
Ruler: Her Royal Majesty, Queen Sarah Windham-Goldhelm, the Duchess of Kingscastle
Just prior to the tragic end of the war, Sarah was merely the Duchess of South Kingscastle. But with the sudden ascension of her husband Duke Alexander Goldhelm to the throne of the Wreath-King, and his just-as-sudden death, the reluctant queen now holds lordship over these lands. She is a lovely young woman of 26 years who, with the deaths of successive kings and no clear heir to the throne, has been thrust into the center of a political, military, and religious maelstrom.
Capital: Kingscastle
Post-TM: Under great pressure from the dukes, the Holy Church, and the Maidens of Avondale, Queen Sarah feels the weight of all this turmoil resting heavily upon her shoulders. The rigors of her office have dulled her beauty somewhat. Once a happy, charismatic lady-of-the-court, she now shuns the company of others. During public functions, her demeanor has turned stern and serious.
The under-developed duchy has always relied upon resources from the dukes’ collective royal tribute, their contribution to the unity of the Realm. In recent years, however, the tributes have dwindled as the dukes face their own internal challenges and maneuver to gain political advantage over their fellows. This has caused a major weakening of the throne, and Sarah can only watch helplessly as the royal treasury is steadily emptied to meet her obligations. The future of the region is in question, as the dukes begin exerting some control over the territory’s margins and the queen’s sphere of control diminishes.
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DUCHY OF RIVERSMOUTH
(RIVERS-muth)
Stretching from the western coast to deep within the middle-lands, this territory is dominated by the vast Whiteoak Forest, one of the most beautiful regions in the entire Realm. The duchy’s fertile plains are fed by tributaries from the mighty King’s River, and its many farming communities thrive.
Timber settlements throughout the forest likewise generate bountiful supplies of high-quality lumber. Adding to the prosperity of these lands are abundant ore stocks from the foothills of the High Hedge Mountains, although wild creatures roam this area, making mining dangerous. The duchy’s large population is made up mostly of hard-working, industrious people who tend to stay closely-tied to their home territory.
Cultural Equivalent: Old English/Welsh
Ruler: Duke Yeobert Lancaster (YO-bare LANK-uh-stir)
While not an unfriendly man, Duke Lancaster is sober and serious–all business and bottom line. With the wealth suddenly flowing into his treasury after the war, he has taken to wearing fine garments, and his fingers are bedecked with lavish rings.
Capital: Riversmouth
Post-TM: Duke Lancaster favors independence from the throne because his coffers are swelling now that his navy, which escaped the war virtually unscathed, is being called upon to make up for the devastated navies of Sheval and Swordgate. However, he expresses great respect for the history and traditions of the crown, and has agreed to stay loyal to Sarah until the succession question can be worked out. He is publicly impatient however, and wants the question resolved soon.
This situation is not only generating a lot of tax revenues for him, but the region’s products are now reaching distant markets once dominated by the other naval powers. This has caused a bit of tension with his fellow dukes, particularly d’Argent of Sheval.
Another point of controversy is the appearance of Riversmouth military barges patrolling the eastern part of the King’s River that passes between the Duchies of North and South Kingscastle, and even into the southern parts of Lac Glimmere, which are traditionally royal lands. There have been several near-incidents between Lancaster’s ships and those of the Royal Navy.
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DUCHY OF WOODCROSSE
By far the smallest of the duchies, Woodcrosse is squeezed into a tight parcel of the eastern Realm. When Caedmon I was crowned, the enigmatic high elves of Sidhelankh gave twelve elf-maidens as brides for twelve human lords; each of the maidens was from a different clan and represented a discipline of elven culture and daily life. The offspring of those couplings became the twelve half-elf clans who came to settle in the region.
Their presence remains a powerful influence in the modern Realm, although there are always questions about their true allegiance and motives, particularly given the advanced age to which most of them live. The duchy is nestled in the fertile plains between the forest of Avondale to the west and the fey wilderness of Sidhelankh to the east.
In ancient pre-history, the two sylvan forests were connected across these lands, but over the millennia came to be separated. The “valley” between the two forests is rich and fertile land, abundant with growth. The duchy is sparsely populated, but much of its power and influence comes from its role as the gateway to Sidhelankh, the only route of interaction between the Realm and the unseen society of high elves who dwell there.
Cultural Equivalent: Celtic/Welsh with HEAVY Sylvan influence
Ruler: Aelbrecht Gwaenglaine (ell-BREKT GWEN-glayn)
Duke Gwaenglaine is a tall, slender half-elf with chestnut hair and a trim beard. His long hair hangs to the small of his back, but the lower half is braided and interwoven with strands of gold and platinum wire. His long, lean face is usually expressionless when discussing business, but he is more animated and gregarious in social situations. He wears fine ducal robes of green and gold, with shimmering sammite sleeves. On official occasions, he dons a tall, mitre-like headpiece and a long cloak of golden foxfur. He is a guarded man, but friendly, intelligent, and highly-cultured.
Capital: Woodcrosse
Post-TM: At the Third Banner Council, Duke Gwaenglaine openly supported independence at first. His desire for closer ties to Sidhelankh is well-known, and he wanted the freedom to maneuver and negotiate on his own. However, as the council progressed, amidst rumors of a secret deal with Queen Sarah, he shifted his support toward selecting a new king. In the end, he accepted Sarah as regent until an order of succession can be determined.
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DUERHEIM
(DOO-uhr-hyme)
At the heart of the vast, mountainous homeland of the Duervolk–the race of dwarves–is a massive volcano called Sevakarun. It lies at the head of Arnloch (ARN-lock) "Iron Lake," the cold depths of which empty into the winding gorge of the River Gaengar (GAYN-gar) "Foam-Froth". The river rushes to the sea, plunging over the falls of Moradkleft (MOHR-odd-KLEFT) "Cleave of Moradin," between the rocky outcroppings known as the Brodalt-Pfeilern (BROHD-alt-FY-lern) "Pillars of Brod the Ancient," named for a Dwarf King from antiquity. Rising from the sea just below the falls is the island fortress of Harkarabad (HAR-kare-UH-bahd) "Hidden Fortress," Duerheim’s only port-of-call.
A marvelous iron steam train runs along the steep gorge walls, ferrying supplies and travelers to and from the capital city built within the volcanic crater. The train is an enormous iron engine that pulls a caravan of covered coaches behind it, traveling through the mountains on metal tracks. Tunnels carved through solid stone and massive iron trestles circumvent many mountain hazards. It passes through many dwarf settlements carved into the walls of the gorge, and turns an otherwise arduous journey of many weeks into a mere eight-day, effortless trip. There are two sets of tracks on either side of the gorge, and there is always one train coming and one going; if one set of tracks is ever damaged, the other can keep the route open until repairs can be made.
To the northeast is a foreboding region of glacier fields nestled between lines of jagged mountain peaks known as the Vereisentopf ("Frozen Cauldron"), so-named for the thermal geysers and pools of scalding water found there. To the northeast, the landmass of Duerheim is separated from Jotunheim by the Bay of Gnashing Teeth. However, the sea freezes during the winter, forming a bridge of sea-ice known as the Verlorn-Brucke ("Lost Bridge"). Jotun raiders cross this ice-bridge into northern Duerheim, to plunder remote dwarf settlements. To the far north, the mountains give way to a vast icepack, a frozen wasteland that swallows up all who venture out into it. This region is unsettled and completely inhospitable.
Along the south-western coast, the mountainous terrain sloughs off into a rocky region of broken hills and peat-covered tarns called Shaledârün (SHALL-uh-DUH-roon) "Halls of the Hills." Here dwells a hearty clan of surface-dwelling dwarf fishermen. These hill cousins to the mountain-dwelling Duervolk have a slightly more gregarious manner and free-wheeling spirit than their northern kin, more like the Njordic Duer clans known as the Dvorge (D-vorj).
Cultural Equivalent: Germanic/Norse
Ruler: King Svartstürm Stonfaust (ZVART-sturm SHTOWN-fowst) "Black-Storm Stone-Fist"
Prior to the Third Goblin War, Duerheim was ruled by Durne Stonfaust (“Stone-Fist”) (DERN SHTOWN-fowst), a wise and venerable warrior. For many centuries, the dwarves lived in peace with their human neighbors to the south, while waging the occasional war against the giants of Jotunheim when hostilities flared. King Stonfaust had three sons–Svartstürm, his first-born, the despised and troubled prince; Ulric, his second son and Svartstürm’s superior in every way except order of birth; and his adopted son, Derek, a human knight from the Empire of Iron and Ash.
Derek was part of a garrison of imperial troops deployed to Jotunhalla to assist the Hill Giant Jarl an ally of the Iron Emperor. He and his men accompanied a jotun raid into Shaledârün, but they were ambushed there by the hill dwarf clans and wiped out. All except Derek, who was seriously wounded and captured by the dwarves. He came to the attention of King Stonfaust, and surprisingly, the two befriended each other. Always a reluctant Knight of the Empire, Derek ultimately rejected the evil beliefs under which he had previously lived, and embraced the warrior ethos of the dwarves. The king later adopted Derek as a son, but his potential role as an “heir” to the dwarf throne was met with much controversy.
In the year 684, Derek was convinced by priests of the Abathor rune cult into launching a quest to reclaim the ancient dwarven stronghold of Dünderberg, long-lost beneath a distant peak in the southern realm of the Wreath King. Derek’s ill-advised quest angered King Stonfaust and strained the relationship between Duerheim and the Realm, to the point that hostilities broke out between the two former allies. These events led directly to the opening of Thunder Mountain, and coincided with the imperial invasion of the Borderlands.
In 685, a year before the war, King Stonfaust fell gravely ill. It was said that he was utterly despondent over Derek’s actions, but many now believe there was a more sinister cause. In any case, Prince Svartstürm exerted his birthright and took command of the throne. As King Stonfaust’s condition worsened, Svartstürm’s power grew.
He began purging the Rune Council and setting up his own priests and officials in positions of power. He ordered Ulric arrested, but the younger prince escaped and fled to the Realm to link up with Derek. In a few short months, King Stonfaust was dead, and the crown of the Duervolk was placed upon Svartstürm’s head. Thus, his brutal reign began.
Svartstürm was cold and ruthless as a prince, but since becoming king, his mood has worsened, and he is now paranoid and murderous. He is shorter than most dwarf males, with a slight hunch and a club-foot. He is bald, but his tight face bears a bushy black beard. His piercing green eyes are unnerving, and only the strongest of wills can hold with his stare for long.
His forehead bears the rune stigmata of those unfortunate enough to be born in the cursed winter month of Arnbane. He knows full well that his father intended to pass him over and name his younger brother Prince Ulric as successor instead, so he uses his newly-usurped power with an eye towards revenge against everything for which his father stood.
He is deeply unpopular, but his cadre is brutal and efficient, and he has silenced most of his critics and political opponents. He is widely believed to have murdered his father to seize the throne, even though there is no real evidence of such a crime, and priestly divinations have revealed no such plot. He has declared war on Ulric, who is now Lord of the Mountain under Dünderberg, far away in the southern Realm, and against the Realm itself for sheltering an “enemy of Sevakarun.” He has ordered his ships to blockade Realm shipping into the North Sea, save for a special trade pact he has made with the Duke of Landsend.
Capital: Sevakarun
Post-TM: Since the suspicious death of the former Dwarf King, Durne Stonfaust, the kingdom under Svartstürm has abandoned its traditional allies and turned to new partners, the hill giants of Jotunheim.
Belching columns of smoke and ash, scores of factory towns crank out brutal machines of war to supply the giants. Dwarf-crafted armor and weapons, including crude versions of their precious cannons, are now finding their way south into the contraband-markets of Swordgate and Grohluk.
Many refugees from Svartsturm’s brutal reign have fled the clutches of his secret police and made their way south, to Dünderberg. Duerheim’s relations with the Realm are virtually non-existent, although Svartsturm wields much influence with the Duke of Landsend.
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DUNGARIN'S BRIDGE
Built by dwarves in the distant past, under the guidance of the master architect for whom it is named, the bridge was constructed as a gift from the Dwarf King to the lord of these lands in the days before the coming of the Wreath-King. The bridge spans a wide sea channel from the mainland to the island of Fsd-Frgth. It is a wide causeway of cobbled stone, resting upon massive stone pillars that plunge into the roiling waters a hundred feet below.
Built into the structure at the center of the span is a small town called Mittweg (MITT-vayg), or "mid-way" in the dwarf tongue, which has been expanded with additional construction over the years. The bridge is a marvel of engineering and scale, despite its great age, and has withstood bitter storms and lashing waves throughout its history.
During the conflict with Duerheim, dwarf warships pounded travelers on the bridge with withering artillery, yet the structure resisted the destructive damage of the cannons.
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GAELT
(GELLt)
The Gryphon Mountains slope off into a wide flat plain that descends to the North Sea. The plain is rich and loamy, covered in peat moss and small, ground-clinging shrubs. Many low-lying areas frequently turn boggy and impassable, and incautious travelers can quickly find themselves caught in one of these muddy traps. In the eastern reaches, brushing up against the foothills of the mountains, is a tangle of tall shrubs and hedges, less a forest than a morass of dense foliage.
The whole of Gaelt is perpetually cold and damp, and seemingly uninhabited. However, dwelling in this rugged land are a mysterious tribe of men known as the Gaelts, a nature-worshiping people deeply immersed in the old pagan ways. Some dwell in vulnerable fishing villages along the pebble-strewn coastline; most, however, live inland, in hidden underground enclaves, accessed by networks of secret tunnels.
They are rarely seen except in the trading post of Londinium, and they can be unforgiving to intruders who stumble across one of their hidden settlements. The land of Gaelt is littered with odd ruins, huge megalithic structures half-sunk into the loose ground that hint at an advanced culture out of antiquity, but one which doesn’t seem related to the Auldic Empire of yore. Scholars flock to Londinium to study these strange ruins, but are often chased away by the Gaelts who still use the ruins as temples for their worship.
Cultural Equivalent: Celtic/Pictish
Ruler: Unknown, although Gaeltic society is said to be matriarchal. Scholars believe that the Gaelts live in a loose confederation of clans, under the guidance of a queen and her council of advisers, similar to how the North-men govern themselves.
Capital: Unknown, although there is rumored to be a marvelous Gaeltic city (or realm) known as Tir na Nog (TEER-nuh-nog), which exists far below the earth in a deep cavern.
Post-TM: The Gaeltic people are largely unaffected by events in the Realm. However, the recent incursions by the Duke of Highbluff into the eastern parts of their lands have riled many of the Gaeltic clans, and anxiety among the mixed population of Londinium is rising as tensions build.
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GAUNTLET CASTLE
This famous citadel, called Caer-Guln (kayr-GULL-in) in the tongue of the native Borlanders, is built atop a tall pillar of a mountain. At the base of the mountain is a fortified trade town called Far Keep that serves largely as a logistics depot for the remote castle and its armies. Outside the keep walls is a large tent camp–an ever-changing “village” of migrant laborers, touring entertainers, ale peddlers, and wandering prostitutes–where the soldiers seek recreation.
Gauntlet Castle is the home of Ordum Manus Loricatum, the Knight Order of the Gauntlet. It is the Realm’s main point of defense against incursions by desert raiders from the Empire of Iron and Ash. The castle watches over the Valley of Fog, and regular patrols sniff out signs of unwanted invaders.
The castle is reached by a narrow and twisting road that leads from Far Keep up the mountain slope, a perilous path within artillery range of the castle’s siege defenses. It is an enormous structure with a commanding view of the countryside for dozens of miles in every direction. The outer defenses consist of two rings of crenelated walls anchored by round towers at regular intervals, twelve on the outer ring and seven on the inner ring. Three ramps connect the outer ring to the inner.
The central area of the inner ring is the citadel proper, a large circular tower, 90’high. It has three layers, each successively smaller in diameter, one stacked upon the other. The first tower layer is 30’ high, the second is 40’, while the third is 20’. A large church and a sanctum are attached to the citadel as well, along with full contingents of priests and magisters. The castle is home to several thousand soldiers and cavalry, along with the knight order and their forces, plus the attendant legion of craftsmen, laborers, teamsters, quartermasters, and specialists that make an army run.
An ancient Auldic-era highway runs south from the Haunted City of Glimmere and actually passes through the center of the mountain, emerging on the other side and continuing on to some long-forgotten southern destination. But there is no tunnel or passage connecting the segments of road–it merely runs right up to the cliff face on the northern side and then resumes on the southern side.
Legend has it that as Emperor Nessus fled Glimmere towards the Citadel of Architenethes, he traveled along this road. To stop him, the archangels dropped a mountain on the mad emperor, and Gauntlet Castle sits atop the shattered remains of that event.
Cultural Equivalent: English (with Crusader-era overtones)
Ruler: Lord Knight-General Nigel Harrier – Knight of the Crown and Steward of the Realm
Post-TM: General Harrier became Lord of Gauntlet Castle after his predecessor fell in the closing battle of the recent war. He is a famous hero of the Realm, and has the admiration and complete loyalty of his men. Since taking lordship of the castle and the surrounding fief, he has begun attracting many troops and mercenary forces.
Harrier’s fief is resource-poor, however, due to the rugged, barren nature of the land. There are few edible plants to the south and east of the castle, and the rolling plains of dry grass to the north are not suitable for livestock. He does have copious amounts of ore, as the barren hills around the castle yield enormous deposits of stone, iron, and copper, with the occasional lode of precious metal or stone.
He has split his fief in half and sub-divided the northern half into three smaller fiefs, one for each of his sons. He has begun dealing with some of the local Borland lords to secure the resources he requires. The vast stores he is amassing and rumors of a “Grand Plan” are raising eyebrows (and questions) all the way to the courts of Kingscastle.
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GNOMEVALE
Virtually cut off from the rest of the Realm, this curious little territory is nestled between towering sea cliffs to the west and the High Hedge Mountains to the east and south. Like Gaelt, it is a sovereign territory unto itself, although the Wreath-King has traditionally felt a responsibility for the safety of its peaceful denizens.
It is a pastoral region, grassy and fertile, and covered with a thin layer of forest canopy. The mountains yield copious ore, and there is more than enough food and timber to meet the needs of the relatively small population that dwells there. The gnomes of the vale appear as diminutive dwarves, but their actions and nature more closely resemble the faerie folk of Sidhelankh.
Master tinkerers, these craftsmen build intricate devices of sometimes ridiculous scale to accomplish the most trivial of tasks. The ingenuity and engineering of their devices is unmatched, even by the industrious dwarves. While the gnome-folk are jolly and have great love for good food and drink, a strange cloud of random chance seems to follow them. If something is likely to break, go missing, or go awry, the presence of a gnome makes it almost certain that it will. For this reason, and because their fun-loving personalities tend to go to the extremes, the gnomes are largely shunned, and their isolation here is the result.
Cultural Equivalent: English/Germanic (with a strong Sylvan influence)
Ruler: The gnomes have a king, but the individual occupying that seat varies from day-to-day. Essentially, the king is whoever gets to the King’s Hall after dawn and sits in the throne first. For the rest of the day (until dawn of the next day), that person is invested with rulership of the region.
This leads to understandably chaotic circumstances and is a diplomatic nightmare for those seeking business with the vale. Surprisingly, though, this political system never results in violence. Much of that is due to the fact that most gnomes don’t see the need for a leader, and there is rarely a rush to occupy the stool. Some days, the vale goes leaderless until after the noon hour, when someone finally decides to have a sit.
Capital: There is a small hut in the dead center of the region known as the King’s Hall. Inside the tiny, one-room building is a wobbly footstool known as the King’s Throne. It is from here that the Gnome King (for the day) conducts business and issues edicts. Other gnomish communities are spread out across the region, typically in underground dwellings of limited size, often just one large family or a cluster of several families. There are quite a number of gnome villages with a population of ‘one.’
Post-TM: Troubled times have come to Gnomevale. Dwarf mining towns have sprung up throughout the northern branch of the High Hedge Mountains, and the agents of Duerheim have made their way into the valley of the gnome-folk. The dwarves have begun plundering the region’s ore and timber supplies, and have seized the denizens’ crafty technology, forcing gnomish engineers to augment their own cruder machines. Helpless and without allies or protection, the gnomes are at the mercy of the dwarf overseers.
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GREAT SALT MARSH
Much of the eastern edge of Borland is covered by a vast and treacherous swamp filled with muddy bogs, dense thickets of mossy cypress trees and saw grass, and dangerous creatures of all sizes and appetites. It is also known as Boeg-Baethel (BOAG-bethul) in the tongue of native Borlanders.
The rivulets that criss-cross the marshes are a briny mix of fresh water and ocean water from the Sea of Elucidar. This territory touches the lands of four different lords; however, it remains largely undesignated on official maps, with most fief borders trailing off at the marsh’s edge without defining actual boundaries or indicating which lords hold dominion over it.
Logic suggests that existing borders would extend straight on to the sea, but the king’s wishes were not explicit prior to his death (see Bor’land Territories for details). The rebel Borlander chieftain Dame Buddica and her clan dwell in the northern part of the marshes, launching frequent attacks against the fiefs of Lord Cantor and Lord Aelfaend. The southern reaches of the marsh are dangerous and uninhabited.
Cultural Equivalent: Welsh
Ruler: Dame Buddica (BOO-di-kuh)
Buddica is a large, matronly woman of middle age, with a mop of unruly, flame-red hair atop her head. She has amazing presence, which can be alternately disarming and motherly in one instance, and cold and terrifying in the next. She is a skilled warrior and is known for her decisiveness and willingness to take great gambles to win the day. Her followers call her Queen Buddica (although they do still consider Sarah to be High Queen...they simply have a disagreement with her).
Post-TM: Dame Buddica’s clan claims a direct lineage to survivors of the destruction of Elucidar. Prior to the war, their chieftain was a brave warrior named Prasutagus, and Buddica was his dutiful wife. The clan traditionally dwelt farther inland, living peacefully along the banks of the River Elucidar. The redrawn territories gave lordship over the clan’s lands to nobles from Woodcrosse, which did not sit well with the native Borlanders.
Prasutagus and his men began attacking Lord Aelfaend’s eastern encampments. The battles were terrible and many on both sides were killed, including Prasutagus. Buddica took over her husband's reign after defeating an armed rival and fellow clansman for the position, bare-handed.
The clan was driven out of their riverbank villages in reprisal for the attacks against Lord Aelfand, but Buddica remains defiant. She and her surviving kin fled into the Salt Marshes, dwelling there in hidden villages and making continued war against Aelfaend (and Cantor to a lesser degree). She claims ALL of the marshlands.
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GRYPHON CASTLE
This is the citadel of Ordum Gryphus, the Order of the Gryphon. It is a stark, buttress-like castle built of carved granite blocks. It clings to the top of a high cliff at the ridge line, accessed only by a narrow and treacherous road. Its tallest tower looks over the ridge, into the northern land of Gaelt.
The sheer cliff plummets to a grassy slope far below, which gently flows south into the rolling hills of northern Landsend. On the cliff-side of the castle is a huge rookery, where the majestic gryphons nest. These creatures have formed a tight bond with the men of this order, for reasons unknown. Every few years, a small group of chosen disciples of the order are presented to the gryphons in the rookery, and the young gryphons who are newly capable of bearing a rider each choose one of the knight errant.
They allow themselves to be ridden into battle by their chosen knight, and the creatures’ ferocity in defending their rider is legendary. When an individual knight is lost, his gryphon will refuse to accept a new one, and within a short time, it leaves the rookery, never to be seen again. The rookery is also from where the knights take flight and land.
The knight order itself is small, a few hundred men at most, and of those only a few dozen actually ride gryphons into battle. They serve the Duke of Landsend, although there is conflict in the current relationship. Common tactics for this strange fighting force include transporting large baskets filled with troops deep behind enemy lines, and diving at opposing formations. As it swoops and dives, the gryphon’s piercing roar causes enemy soldiers to break ranks and flee in panic.
Cultural Equivalent: Anglo-Saxon/English
Ruler: Knight-General, Lucien Sparhawk
Post-TM: The ascension of Odgar Edmundson to the ducal seat of power in Landsend has sparked a rift between the order and their traditional liege-lord. Duke Edmundson is a corrupt and uncouth lout, and his disdain for the lofty knights and their loyalty to the king is made worse by his contempt for Queen Sarah. This brings him into direct conflict with the knights, and they have responded by retreating from the duchy’s internal affairs and cloistering themselves within the walls of the castle.
They no longer receive visitors, nor have they responded to any of the summons sent by the duke. Unlike some of the other knight orders, none of the Gryphon Knights have abandoned their vows and gone free-lance. It is well-known that theirs is an almost monastic order, who look upon their interaction with these amazing creatures as a blessing of God. In many ways, their dedication to the welfare of the gryphons is stronger than their ties to either the duke or the king.
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GRYPHON MOUNTAINS
This line of jagged mountains is an impenetrable wall of spires and sharp cliffs. Powerful winds lash the peaks, forming strange currents and whorls that spin off and race down the slopes, making its narrow paths treacherous to cross. The only beasts known to navigate these turbulent winds are the legendary gryphons, massive half-eagle, half lions that are said to be earthly manifestations of the Heavenly Host, the servants of God.
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HARKARABAD
(HAHR-kehr-uh-BAHD)
The gateway to Duerheim, this island-fortress is home to the dwarf fleet, and it serves as the only point of trade with the outside world (since few outsiders are ever permitted to travel into the heart of the fatherland). The city and fortification are concealed beneath the rocky island, and sturdy watchtowers bristling with iron cannons pepper the cliffs, scanning the horizon for enemies. The city is reached via a treacherous sea cave entrance, through which only the most-skilled pilots can maneuver their longboats, riding in with the rushing tides.
Cultural Equivalent: Germanic/Norse
Ruler: Governor-General Kriegtrommel ("War Drum")
Post-TM: Harkarabad ("Hidden Fortress") is now the “point of the lance” aimed at the Realm. From here, the dwarf fleet prowls the North Sea and south into the Vast Western Sea, controlling the trade routes with harsh efficiency and dominating the hapless city of Landsend. The island-fortress is closed up tight, and few outsiders get in. Once a bustling and busy trade settlement, Harkarabad has been converted into a huge military barracks, now brimming with mail-clad warriors and festooned with black iron cannon emplacements.
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HIGHBLUFF, CITY OF
The capital of the Duchy of Highbluff sits atop a high mountain spur, looking out over the river valley far below. A winding narrow road leads to the city’s dizzying height, and any army would have tremendous difficulty mounting an effective siege.
The city is a fairly simple settlement, comprised mainly of wooden, utilitarian structures with little ornamentation. The Duke’s Hall is an exception, boasting elaborately carved stone pillars and architectural flourishes that cause it to stand out among its drab counterparts.
However, the true hidden richness of northern highland culture can be seen upon entering one of these structures. In stark contrast to the plain exteriors, the interiors of buildings are typically warm and inviting, and filled with works of folk-art, finely woven rugs and tapestries, and carved furniture of exquisite charm and beauty. Highlander feasts are plentiful, and their sense of hospitality is well-known throughout the Realm
Cultural Equivalent: Scottish
Ruler: Duke Angus macHadden (see Duchy of Highbluff)
Patron Saint: St. Lucius the Mighty (LOO-shus); this heroic saint is known to have spent much time in the highlands as he migrated southwards over his life. The highlanders relate well to Lucius’ penchant for action, his steadfastness, and his unbreakable will.
Post-TM: (see Duchy of Highbluff)
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HIGH HEDGE MOUNTAINS
This range of tall, snow-capped peaks nestles the setting sun as it sinks each day in the west. The mountains slope gently into flowing foothills above the flatlands below. The grass-covered slopes are home to grazing herds of wild goats and wily mountain lions in search of prey. There is said to be a race of hairy giants that prowl the peaks as well, but this story has never been verified.
The ruins of the ancient Auldic city of Cwn Cannandr–only recently discovered by adventurers from Riversmouth–are buried beneath the peaks here. The mountains also block off two regions of the western-most coast of the Realm, Gnomevale to the north and a wild coastal area to the south. This southerly area is a region of dense scrub and pastures of tall grass. The hunting in this region is plentiful, but strange beasts abound, and only the most skilled woodsmen survive here for long.
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JORMUNGANDR'S CRAW
JORE-munn-GAHN-duhrz KRAW)
This deep bay at the eastern end of the North Sea is a treacherous expanse of water that only the best sailors and strongest ships can navigate. Like the Bay of Gnashing Teeth, the choppy waters of the bay are filled with floes and floating chunks of ice that smash ships to bits. It is so named by the North-men because sailing into the bay is like traveling into the maw of the great dragon itself.
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JOTUNHEIM
(JOH-tuhn-HYME)
The race of jotuns dwells in this incredibly harsh and unforgiving land. Impassable mountains ring a vast glacier called Glajiar-Goss ("Great Glacier"), which is riddled with ice tunnels and yawning chasms, and interlaced with flowing rivulets of bone-chilling water.
The glacier is said to be a blanket, which the jotun’s sleeping god-king Ymir drew over him as he lay on his jagged bed to slumber. There are three distinct “breeds” of jotun: the wily and “civilized” hill giants; their more massive, less cultured cousins the mountain giants; and the savage and primitive frost jotuns who inhabit the glacier.
Njordic legends tell of a volcanic valley called Muspelheim (MUSS-pull-HYM) far, far to the north, across a wide plain of snow and ice, in which dwell a race of fire jotuns and their evil lord, Surtr (SUHR-tuhr). Beyond that lies the misty realm of Niflheim (NIFF-uhl-HYM), wherein the land falls away beneath the feet of travelers as they cross over the edge of the world and into the Aether. There dwell the devious cloud giants, who ambush the souls of fallen warriors making their way to Bifrost Bridge and the paradise of Valhalla beyond.
Cultural Equivalent: Norse
Ruler: Jarl Ugrum Hvalrbanarg (FHALLER-bann-ARG) ("Whale-killer")
This brute rules only the hill giants of the lowlands; the solitary mountain giants simply ignore him, and the frost jotuns recognize only their close clan affiliations and the authority of their elders. It is said that Ymir whispers his commands to the frost jotuns through the thick ice of the glacier under which he sleeps. Rumors of a frost jotun jarl likewise abound, but no name is known.
Capital: Jotunhalla ("Hall of the Hill Giant King")
This fortified lair is carved into the storm-ravaged, craggy cliffs of the southern coast. Within is a series of enormous caves and halls, home to representatives of the various hill giant clans as well as a large population of orcs, goblins, and dark men from Grohluk and the lands of the Iron Emperor. Of late, representatives from their new ally, Dwarf King Svartstürm, have set up a trade embassy, selling armor, weapons, and other goods. A thriving slave trade is conducted out of Jotunhalla.
Post-TM: The hill giants have become a force to be reckoned with throughout the north. In the past, the dwarf fleet kept the jotun ships in check, intercepting their trading vessels and slave ships and sinking their raiding vessels. Since Svartstürm became king and made an alliance with their jarl, hill giant ships now sail the North Sea with impunity, raiding Njord and Gaelt at will and transporting goods and slaves to and from Grohluk and the Empire of Iron and Ash.
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KHOSSAN MOUNTAINS
(KAWS-suhn)
These tall, ice-capped mountains separate the steppe lands of Khossa from the Duchy of Highbluff. On the western side, the mountains drop thousands of feet from the eastern plateau higher above. A rugged valley winds down from the Khossan plateau into the rolling highlands of the Realm far below.
A northern band of goblin-kin dwells among these mountains, but they generally burrow deep underground and rarely emerge to cause trouble except to those foolish enough to wander through their areas. They guard the valley vigorously though, and will usually attack anyone taking this route.
These northern goblins are smaller and hairier than the desert clans, and they have dark skin and wider, milky-white eyes. Their implements are cruder and they live far more primitively than their southern cousins. The men of the highlands call them “troglodytes” while the Khossak nomads refer to them as “kobolds.”
It is said that in the southernmost branch of the mountains is a bleak monastery high upon a frozen peak; within is rumored to be a high school of mysticism, where cloistered monks study the inner-most powers of the mind.
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KINGSCASTLE, CITY OF
Kingscastle, the largest city in the Realm, lies at the north tip of Lac Glimmere on a large island in the middle of the mouth of the Avon River. It is the seat of the Wreath-King’s throne, a sparkling city worthy of its namesake. Kingscastle is said to be built upon an ancient ruined shrine above a deep subterranean cave, in which lies a great and mystical source of power.
It is a large and prosperous city, and roads pass through it to all corners of the Realm. Several stout fortresses ring the city, connected by high walls. Within its walls, cobbled streets wind through leafy gardens and blocks of tidy buildings. The architecture is a curious blend of the various regions of the Realm, and there are many trees and greenswards. The city is a center of learning, art, music, fine craft, and trade, and it has always represented the zenith of human endeavor.
At its heart is the King’s Castle, long pennants snapping in the wind atop its many tall towers. To the northwest is the Noble District, wherein live the Realm’s elite, along with ambassadors from most nations in the known world. The massive lake port sees ships come in from the farthest lands, and the city is famous for its enormous open-air market district, filled with wonders and delights.
The city is also home to the Holy Church, with the Pontiff seated in the Grand Cathedral of Kingscastle. The entire church organization and all activities are directed from here. The cathedral is also the site of all royal weddings, funerals, and other ceremonies.
Cultural Equivalent: Medieval-to-Renaissance England with strong Celtic/Welsh influence
Ruler: Queen Sarah Windham-Goldhelm (see Duchy of North Kingscastle)
Patron Saint: St. Caedmon the Noble (KAD-muhn); for obvious reasons, the first Wreath-King in his incarnation as a Saint is the patron of the Realm’s capital.
Post-TM: The city has always been at the center of world affairs, but in recent years it has seen much of that influence diminished and spread out among the individual duchies (see also Duchy of North Kingscastle).
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LAC GLIMMERE
(LAHK-glim-MEER)
No other land feature in the Realm has as much significance as this incredibly deep body of water. Its waters are said to feed the oceans of the world, as five mighty rivers flow from it towards the compass points. Situated at the heart of the king’s demesne, it has seen innumerable historical moments, and legends surrounding its past and inhabitants are numerous.
The lake was witness to the archangels’ terrible wrath against Emperor Nessus as they sundered the ancient City of Glimmere. Many centuries later, at the lodge of Feologild Rex on the western banks of the lake, Gladwain the Wise proposed a Council of Banners to unite against common enemies, which led to the formation of the Realm. Caedmon, the first Wreath-King, was wrapped in sacred cloth upon his heroic death, placed aboard a longboat, and pushed into the misty twilight waters of the lake, where water nymphs bore his body into the mystical realm of Arcadia.
While the lake is deep and often turbulent, its waters are also rich and plentiful. To the north, Lac Glimmere is “crowned” by the City of Kingscastle, capital of the Realm. The Avon River flows north from here, through Avondale and the Gryphon Mountains, and into the lands of Gaelt where it finally empties into the North Sea at Londinium.
To the west, the King’s River flows to the Vast Western Sea, while the eastern River Elucidar empties into the Sea of Elucidar. At the southern tip of the lake, two rivers branch off; one is treacherous and rapid-filled, while the other plunges deep into the forbidden forest of Blackvale. Both eventually empty into the Southern Sea, but neither is useful for river-borne traffic.
The south-eastern shore is marred by broken cliffs, jagged shoals, and the perpetual storm that surrounds the haunted ruins of the City of Glimmere. No sane lake pilot plies his boat anywhere near these waters.
Post-TM: The lake makes up nearly the entire southern half of the Duchy of North Kingscastle, and its strategic waters have always been considered the indisputable province of the Wreath-King. However, since war’s end, naval vessels from Riversmouth have been seen patrolling the lake’s southern waters. Ostensibly to help secure peace in troubled times (according to Duke Lancaster), the presence of these military ships is seen by many as quite a provocative act, one which has so far gone unchallenged by Queen Sarah. There is also increased activity in the lake’s southern and southeastern corner, as immigration into Borland boosts trade.
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LACH DAEP
(LAHCH-dep)
Its name means “deep lake” in the native tongue of the Borlanders. No one can say for sure, but it is speculated that it is an enormous water-filled hole many fathoms deep. Legends tell of a strange guardian creature that dwells in the cold, black depths.
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LANDSEND, CITY OF
The capital of the Duchy of Landsend sits at the northernmost point of the Realm, perched on the western cliffs of a rocky island known in antiquity as Fsd-Frgth (foo-sid FUR-guth). The island is reached either by an ancient structure known as Dungarin’s Bridge or by sea, a more difficult voyage in recent years with the presence of the dwarf fleet prowling these waters.
The city is comprised of two levels, Upper Landsend, atop a high sea cliff, and the warehouse districts of Lower Landsend, which sits at sea level below. A winding ramp descends the cliff from the upper part of the city to the lower districts, both of which are surrounded by stout walls. The buildings are well-constructed of timber, stone and plaster, and roofed with thick wooden shingles.
The residents take a great deal of pride in their city. It is immaculately kept and draped with ivy, garlands, and flowers. Landsenders are known for their meticulous craftsmanship, and their well-developed folk arts.
Cultural Equivalent: Austrian/Swiss
Ruler: Duke Odgar Edmundson (see Duchy of Landsend)
Patron Saint: St. Penitus the Redeemer (PEH-nih-tuss); the particular devoutness with which the population of the north-west regards the Holy Church makes Penitus the appropriate patron of the city, particularly since it was he who redeemed the Church from the betrayal of his father.
Post-TM: The lower city was badly damaged during the war by dwarven bombardment, and since then, it has largely been taken over by dwarf merchants who have set up shop to transfer huge volumes of ore and laborers to and from Duerheim. This does not sit well with the city residents, but they are grudgingly forced to accept the situation because of their inability to do anything about it. In any case, public complaints are rare. Access to the docks is tightly controlled by dwarf warships which essentially surround the city (see Duchy of Landsend).
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LONDINIUM
(LUNN-dinn-ee-uhm)
This modest Realm outpost was first built nearly 200 years ago to conduct trade with the Gaelts and the North-men when winter freezes Jormungandr’s Craw, making Dragahalla unreachable by sea. It has been destroyed three times in its history, twice by jotuns and once by the Gaelts.
The native peoples seem to relish trade with outsiders, and their merchants prowl the market square buying and selling goods and materials. They are savvy hagglers and sharp traders, despite their seemingly primitive culture. A sore spot between the Realm and the Gaelts surrounds missionaries from the Holy Church, who are actively trying to convert the pagan Gaelts to the Divinity. The missionaries can sometimes be overzealous, triggering violent outbursts by local populations (the worst uprising resulted in the sacking and burning of the third Londinium sixty years ago).
The city is nestled in a natural river harbor on the coast of the North Sea. It is a waypoint for merchant vessels and travelers, and it is common to see an uneasy mix of Realm merchants and missionaries, Gaelt traders, dwarf sailors, and North-men warriors and aesir berserkers from Njord mingling in the streets and taverns.
Londinium is surrounded by a low rock wall atop a sod berm. Buildings are made almost entirely of rough stone, mud brick, and peat, since lumber is virtually non-existent here. There is a large stone church in the center of town, however, and it is from here that the missionaries operate and the governor administers his authority.
The church also serves as safe accommodations for wealthy travelers willing to make a handsome donation to stay the night. The streets are muddy and strewn with puddles, and everything is soaked through with a musty damp. The air is filled with the smell of wet mud, wood smoke, stale beer, and salty fish. It is a bit dreary here, but lively nonetheless, and often very dangerous.
Cultural Equivalent: Mixed, but “society” is structured loosely around Realm laws and customs.
Ruler: Governor Pendrik Carver
Post-TM: To secure his allegiance to her fragile hold on royal power, Queen Sarah is permitting Duke macHadden of Highbluff to secure a passage from his mountain-top capital city to Londinium, across clannish lands in Gaelt. Such a passage violates centuries-old pacts made between the Wreath-King and the peoples of Gaelt, but the presence of Duerheim fleets and jotunish raiding vessels has effectively isolated the Realm colony, and that connection must remain open.
The duke has made initial incursions into the southern parts of eastern Gaelt from across the mountains, and has met resistance from some of the clans there. His “pacification” of the indigenous tribes has turned ugly and violent on several occasions, and the clans in the area are in an uproar. Ripples of discontent are spreading across the other clans as well, and the already tense atmosphere of the city is worsening. The governor is rarely seen in public these days, and the city guard is kept busy constantly quelling violent outbursts by Gaeltic agitators.
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MOORMIST SWAMP
The main feature of the region called Moormist Swamp is the Misty Fen (known to native Borlanders as Boeg-Baerny), a watery maze of hedges, canals, and moors. It is filled with all manner of perils, from hungry monsters to vicious bandits. The swamp is surrounded by rough jagged hills that conceal their own hazards, including roving bands of hideous undead from the Haunted City of Glimmere to the west. It is a terrifying place of constant danger, where only the foolhardiest of folk dare go.
Some say Moormist Swamp marks the spot where long ago, during the razing of the Auldic Empire, the archangel Azazel stabbed at the fleeing Emperor Nessus. The lance blow was deflected, but where it struck the land a great sinkhole appeared. Huge cracks in the land channeled water from Lac Glimmere through the befouled streets of the accursed city. The deluge swept away a torrent of foul debris, washing it all into the sinkhole where it festered and rot over the centuries, creating this twisted bog.
At the heart of the swamp lies the decrepit estate known as Moormist Manor, the ancestral home of an arcane lineage of spell casters. The entire estate is shrouded in a persistent gray fog, a cold damp vapor that distorts light and confuses the senses. Few have even glimpsed the vine-covered manor through the fog and the dense foliage surrounding it. If anyone has ever ventured within, none have returned to tell the tale of it.
Moormist Village squats on the southern edge of the swamp, and it serves as one anchor for a ferry that transports people and goods through the dangerous bog. It boasts a popular adventurer’s inn and support industry, for those brave or foolish enough to attempt the mysteries of Moormist Manor or the Ruins of Glimmere. A new merchant marketplace reflects the settlement’s growing importance as a center of trade in the region.
Cultural Equivalent: Welsh/Cajun
Ruler: Lord Graven Humboldt, Steward of Moormist
The nature of the swamp has an influence on those who live within. They tend to be suspicious of strangers, resistant to change, quick to action, and stubborn to a fault. Lord Humboldt is typical of his fellow swamp-dwellers, a tad more paranoid and temperamental than some perhaps, and these traits have only intensified since the recent necromancer invasion. He is a thin man with a hawkish nose, small, tight-lipped mouth, and curious eyes, piercing and deep set. He dresses somewhat formally in fine quality (but not audacious) garments.
Like his forefathers, Lord Humboldt is a skilled barge pilot and merchant, and he has made a small fortune for himself in his dangerous little corner of the world. While his paranoia has led some to conclude that he is a touch mad, he is a shrewd negotiator and a decisive leader. While his intensity and demeanor would seem off-putting to most, Humboldt has a creepy kind of magnetism and his men seem loyal.
Post-TM: During the war, a terrifying horde of undead creatures under the command of the wicked necromancers of the Covenant of Nine raced through the region on their way to Glimmere. They were valiantly pursued by the king’s thundering legions and a hideous battle took place just to the east of Moormist Village. It was there that King Roderick fell, and the Gold Wreath Crown and Lancea Deus were lost.
The village took the brunt of one edge of the necromantic forces as they fled from the slain king’s rallying army. Two days of sheer terror as the women and children of the towns huddled into the crowded dark basement of the keep while the men of the village manned the ramparts to repel the slavering undead.
While that episode was traumatic enough, whispers in town speak of an even more recent attack on Lord Humboldt, an unnatural assault within the keep, in his private chambers. Whatever the case, Humboldt has suddenly become obsessed with his personal security and mercenary troops have flooded into the area for work.
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NJORD
(nnYORd)
This is the land of the North-men, a confederation of three races with a shared culture. The human clans of Njord are the dominant population, and they dwell in the middle fjord lands and southern plains. Each clan rules the region in which it has lived for generations, but boundaries are constantly fought over, or regions merge as clans inter-marry.
The ferocious aesir dwell in the northern fjord lands. Despite their apparent kinship with the giants, they live very much like their smaller human brothers, sharing a common set of traditions and mythology, as well as an intense hatred of the jotuns. Open hostilities and clan warfare are commonplace in these lands, particularly compounded by the aesirs’ innate aggressiveness and their berserker nature.
The nomadic Dvorge are clearly related to the dwarves of Duerheim, but their culture and society is purely Njordic. They are a minor population who roam the foothills of the western mountains in small clans, traveling from camp-to-camp in search of food and shelter.
Cultural Equivalent: Norse
Ruler: High-King Harald Hjalfsson with a deliberative council of clan elders known as the Thing (see Dragahalla)
Capital: Dragahalla
Post-TM: The chaos of the last few years has found the northern clans of men and aesir beset by marauding bands of frost jotuns from the west and the cruel Ulgomen of the east. The men of the south face gnoll bandits and hill giant raiders from the sea. The jotun ships have greatly improved in quality and armament, including iron cladding and weapons that belch fiery oil over a great distance or blast a barrel-load of nails that shred men and sail alike. Njordic longboats are no match and now only function as blockade runners to smuggle goods past the jotun patrols.
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NORTH SEA
This body of frigid water surrounds the arctic lands of Duerheim, Jotunheim, Njord, and Ulgoland. From the frozen icepack of the Bay of Gnashing Teeth, east to Jormungandr’s Craw, around the isle of Fsd-Frgth, and stretching to the west of Harkarabad, this sea challenges even the most skilled and hardiest of sailors.
Floating chunks of ice cut through wooden hulls like a knife through flesh. Bitter, frozen storms lash sails and coat ships with ice until they capsize. Rogue waves shatter vessels into pieces, and fierce creatures from the depths swallow men whole. Indisputably, the North Sea is the master of all who sail upon her, and it is only by her whim that one survives each journey.
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PLAIN OF JARS
This sunken, slightly boggy plain in southeastern Borland is littered with thousands of carved stone vessels in a variety of sizes and shapes. Some are the size of water basins, while others are enormous cisterns up to 15' in diameter and 10' high. The vessels are overgrown with weeds and foliage, and they rest at all manner of angles and directions. Some have tipped over completely.
Most of the jars are open to the sky, but some have lids sealed with mortar; some have no ornamentation, while others are richly-carved with all kinds of strange designs and sigils. Legend has it that some of the jars are portals to a mysterious and deadly underworld that have swallowed up those unfortunate enough to fall into them.
A solitary mage named Theodus lives in a crooked tower atop the western cliffs of Noer-Brae (nohr-BRAY), overlooking the plain. Studying the jars has been Theodus’ life's work, and he is known to occasionally hire adventurers to accompany him on forays into the ruins.
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RANGER KEEP, AVONDALE
Built within the crumbling ruins of Clouster Castle, Lord Gladwain’s ancient home, this fortification guards a nearby sacred grove. The citadel is a fairly simple structure, built within a pristine glade, surrounded by the ruined walls and gate of the original castle. Dogwood and holly trees dot the glen, and only a rough path marks the approach to the keep.
There is a curious hush within the glade, such that even the birds and sounds of the forest diminish, and only the wind rustling through the trees can be heard. It is a very soothing place, and legends say that anyone entering the area with anger or hatred in their heart will be relieved of those feelings.
The Royal Rangers who protect Avondale Forest are of a different sort than their counterparts elsewhere in the Realm. While most Rangers tend to be solitary and largely unseen until they want to be, the Avondale Rangers are even more so. Some say their tracking and scouting skills border on magic, second only to the High Elves of Sidhelankh, and they seem to have a particular attunement to the plants and beasts of the forest.
Beyond the tales and legends of the keep, few are ever allowed to visit, and information about the place is scant.
Cultural Equivalent: Celtic/Welsh, with Sylvan influences
Ruler: Lord-Ranger Arwn Pendrake (AHR-wuhn PEN-drayk)
Post-TM: As with the other orders, it is assumed that the Avondale Rangers order maintain their traditional duties until the question of succession is determined. Their current relationship with the Maidens of the Forest, in the absence of the king, is unknown.
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RANGER KEEP, EAST
Overlooking the ford that crosses the River Elucidar, this citadel controls the eastern passage to the Borland Territories. It is a tall towering structure made of rough-hewn stone and thick wood timbers that remarkably still bear green leaves, especially at the top which expands into a broad canopied roof.
This living foliage gives the tower the appearance of an enormous tree, and it has a commanding view of the surrounding plains. An adjacent river port enables the occasional small boat or shallow-draft barge to make its way to the becalmed Sea of Elucidar. This “keep” is the easternmost outpost of the Knight Order of Royal Rangers. They roam largely into the northern parts of the Borderlands, keeping tabs on the native clans and terrible beasts that dwell there.
Cultural Equivalent: Celtic/Welsh with Sylvan influences
Rangers are drawn from the indigenous populations of the area in which they are stationed, so these men are typical of the locals. Due to the keep’s proximity to both Sidhelankh and the City of Woodcrosse, many of the Eastern Rangers are of half-elf blood.
Ruler: Lord-Ranger Girrod o’Sidh (JEER-uhd OH-shee)
Lord Girrod is a famed half-elven archer, said to have slain a bandit leader who was taunting him from behind a shuttered window, by placing the arrow through a knothole in one of the planks, from 300 yards. At 175 years, he is comfortably middle-aged for his kind, but he is as sharp and capable as any younger member of the order. He is known to roam Pelton Forest to the south of the keep, quite frequently.
Post-TM: As with the other orders, the Eastern Rangers maintain their traditional duties until the question of succession is determined.
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RANGER KEEP, NORTH
This fortification is not a “keep” but a full citadel, deep within Frostgreen Forest. It is the northern-most outpost of the Knight Order of Royal Rangers, a group of rugged frontiersmen who keep vigil over the back-country of the Realm.
They principally watch the wide northern valley, between the Gryphon and Khossan mountain ranges. It is this route that invaders from across the North Sea–jotun slavers, errant North-men off a-viking, or Ulgomen raiding parties–must take to get to the bountiful lands of Highbluff. They also guard against incursions from the east, typically Khossack horsemen and goblinish troglodytes coming down the mountains in search of booty or prey.
Cultural Equivalent: Scottish
Rangers are drawn from the indigenous populations, so these men are pretty typical of the locals. However, as part of a knight order, they are far more disciplined than their kin-folk, and they eschew their individual clans' tartan patterns for a green kilt that represents the Ranger Order.
Ruler: Lord-Ranger Hammish McHavert (HAM-ish mick-HAVE-urt)
Post-TM: As with the other orders, the Northern Rangers maintain their traditional duties until the question of succession is determined. There are rumors that Duke macHadden has deployed a unit of Rangers into Gaelt to perform reconnaissance and sabotage missions.
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RANGER KEEP, WEST
Deep within Whiteoak Forest is a curious rock formation known as Crafangarth (KRAW-fang-arth), which can be read as either ("Bear’s Claw") or ("Castle of the Claw"), depending on the syllable emphasis. In either case, it is a tall, slightly-curved finger of solid rock that rises like a tower from the forest floor through the boughs of the trees into the sky above.
The legend goes that the rock is the petrified claw of Ursus the Bear, the mythical prey of Orion the Hunter, both of whom are Zodiac constellations. The legend says that the “claw” was left behind as Ursus fled from Orion and took flight across the heavens to escape. Built into this natural rock tower is a modest citadel from which the Rangers in the west operate.
The tower is thought to be honeycombed with tunnels and chambers, and this would seem to the case since there are few visible structures on its exterior. The view from the top of the spire, looking out over the forest, is said to be one of the most magnificent sights in the entire Realm.
Cultural Equivalent: Old English/Welsh
Rangers are drawn from the indigenous populations, so these men are pretty typical of the locals. Mid-Realm woodsmen, the members of this sect are of the “classic” Ranger archetype.
Ruler: Lord Gryffd Wanderling (GRIFF-uth WAN-duhr-ling)
Post-TM: As with the other orders, the Western Rangers maintain their traditional duties until the question of succession is determined.
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RIVERSMOUTH, CITY OF
Overlooking King’s Harbour, the deep mouth of the King’s River that flows west out of Lac Glimmere, this sturdy walled city is built on a long, narrow barrier island, cordoned off into three distinct areas. The city is reached via three fortified stone bridges, each of which passes through an enormous carved gate.
Always a busy port prior to the war, ship traffic these days seems to arrive and depart virtually non-stop, and the city is experiencing an influx of wealth and prosperity. Riversmouth is typical of middle Realm settlements, plain functional buildings made of whitewashed wood and stone, with shingled roofs, plastered exterior walls, and decorated with modest flourishes. Warehouses line the southern banks of the barrier island, from which extends row-upon-row of dock and wharf. The shoreline bristles with a forest of masts from hundreds of merchant and military vessels docked there.
Each of the three sections of the city, with lower class districts in-between, are sealed off within its own walls and fortifications, but the greater whole of the city spans the entire length of the island. The eastern-most section houses the ducal estate, the famed Library of Lord Sable, and the Cathedral of St. Seamus.
At the far western tip of the island is the city’s famous lighthouse, a tall stone tower capped with an enormous, ever-burning signal pyre that can be seen for many leagues out to sea. For centuries, it has served as a naval marker for mariners.
Cultural Equivalent: Old English/Welsh
Ruler: Duke Yeobert Lancaster (see Duchy of Riversmouth)
Patron Saint: St. Seamus of the Sea (SHAY-muss)
The legend of Seamus swallowed by the great fish ends with the kindly traveler being spat out on the shores near where Riversmouth was built. For this reason, and due also to the city’s prominence as a naval and merchant power, St. Seamus is its patron.
Post-TM: Duke Lancaster’s coffers are swelling now because both his city and navy escaped the war virtually unscathed. His fleets are being called upon to make up for the devastated navies of Sheval and Swordgate (see also Duchy of Riversmouth).
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SEA OF ELUCIDAR
(ell-LOO-SI-dahr)
Elucidar was the capital of the Auldic Empire, which was itself named after the first emperor, who was said to be the earthly representation of God. When the Archangels sundered the world in retribution for how sinful and corrupt the empire had become, the ancient city was brought low and a great hole appeared into which all the lands surrounding the city sank.
Water from distant seas rushed into the enormous basin and flooded what was the tarnished jewel of a once-glorious civilization. When the waters had filled the hole, an inland sea was formed, and its churning waves grew calmer and then finally still.
This eerie stillness remains today, and the sea is a difficult body of water to navigate. It is shallow and often windless; feeble waves–barely ripples–lap lazily on its gravel-covered shore. Ships must negotiate dangerous shoals and jagged reefs which appear without warning, even out in seemingly open water. Sails collapse suddenly and won’t flutter again for days at a time.
Strange fogs roll in from out of nowhere to engulf unwary ships; when the vessels emerge from the other side, they are sometimes left battered and torn, and their crews have vanished mysteriously. It is said that ghost ships ply these waters, sailed by the spirits of those desperate folk who failed to escape the wrath of Heaven and who now seek to steal the souls of hapless sailors.
Somewhere in the depths lie the sunken ruins of the capital city of Elucidar, and legends tell of the haunted city surfacing at times, to issue forth a host of monstrous beasts. Indeed, a variety of vicious sea monsters swim in this sea, preying on ships unfortunate enough to encounter them.
Veteran sailors say that far to the east is a broken land, and that vessels may sail through dangerous channels from the Sea of Elucidar into a much larger sea, and then further to exotic lands on its opposite shore.
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SEVAKÂRÜN
(seh-vuh-KAHR-oon)
This is the capital city of Duerheim, built within a dormant volcano, a tall, high-sloped peak with a deep caldera inside its crater. The city of Sevakârün is constructed on both the interior slopes of the caldera, which surrounds a massive lava dome, and also within the solid rock between the crater wall and the exterior peak.
The number of passages and chambers that honeycomb the volcano’s walls are innumerable, and many stone towers and watchposts dot the ice-lashed slopes of the mountain. It is a hive of industry and activity, and its forges, workshops, and foundries are legendary, producing works of amazing beauty and unbelievable wealth. The halls within this underground metropolis are perpetually filled with the sounds of hearty singing and with the smells of even heartier feasts, or were before the reign of the current king.
Atop the lava dome in the center of the caldera is a massive temple built for the gods of the dwarven mythos. The dome is solid, but large cracks in the black rock reveal the glowing cauldron of fiery magma just below its surface. Within the grand temple are shrines to each of the dwarf gods, containing some of the Duervolk’s most sacred artifacts, including the Forge of Dumathoin, Berronar’s Harp, Abathor’s Spinning Wheel, Clangeddin’s Shield, but most importantly, the High Altar of Moradin. This massive slab of black adamantite is said to be a fragment of the True Anvil upon which Moradin forged the dwarf race, and which he shattered in anger.
The lava dome and temple is reached by crossing a wide causeway from the Dwarf King’s palace, which stands at the base of the crater wall where it meets the caldera floor.
Cultural Equivalent: Germanic/Norse
Ruler: King Svartstürm Stonfaust ("Black-Storm Stone-Fist") (see Duerheim)
The Stonfaust clan has ruled Sevakârün and thus, the Duervolk, for many generations, and their folk have faithfully honored the traditions and customs of the dwarves; that is, until recent times…
Post-TM: The city is now devoted to Svartstürm’s evil production. Its halls ring with the sounds of grim manufacture, and a smoky haze fills the mountain. The great magma pool at the city’s heart, the source of all its power, rumbles and boils fitfully. The rune shrines are all silent and devoid of masses, all save the shrine of Abathor. By Svartstürm’s decree, his patron god is now the only cult permitted to publicly worship. The Halls of Governance likewise remain sealed; the Rune Councils have been disbanded by Svartstürm, replaced by a political cadre of his crony administrators. Court intrigue and dangerous politics rule the day, and spies are everywhere.
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SHEVAL, CITY OF
(SHEH-vahl)
The city's chief landmarks–the duke’s expansive estate and the magnificent Cathedral of St. Just–lie at its heart. The shanties and warehouses of Low-town, while certainly the rougher section of the city, are still well-built and orderly, hardly a slum. Still, soldiers watch the district vigilantly from the top of the Gaol Tower.
Just beyond the main northern gate is Sheval’s famous open-air market faire–an enormous, elaborate, and ever-changing city-within-a-city. The market’s innumerable tents, stalls, and carts are a hive of commerce, an intense barrage of colors, sights, smells, and sounds. Peddlers, hawkers, and mongers shout constantly for attention, and the persistent clinking of coins signifies the huge volume of trade. While not quite the equal of the market in Swordgate, Sheval’s faire is certainly the most impressive in the King’s Realm.
A full legion of troops is billeted in the city. One quarter of these troops consist of light and medium cavalry forces, Sheval’s legendary horse-warriors. Their mounted combat skills and the superb quality of their fast, powerful steeds are unmatched on the battlefield. Another third are “marines,” who spend part of their tour of duty at sea, protecting the merchant fleet from pirates and enemy forces. Finally, the city is the home of the Templar Order of St. Just, a cadre of heavily armored holy knights dedicated to upholding the law and meting out justice to the guilty.
The duke’s only son, Ashe d’Argent, is a famous member of the order, and he is obviously in line to one day assume his father’s title. In addition to being a hero of the Battle of Thunder Mountain, he is also a Steward of Borland, greatly increasing the duchy’s influence in the east.
Cultural Equivalent: French/Brittanish
Ruler: Duke Renard d’Argent (see Duchy of Sheval)
Patron Saint: St. Just the Lawgiver
Post-TM: Prior to the war, Sheval had a proud fleet that numbered 122 vessels; she lost more than 65% of her ships repelling a massive Imperial invasion fleet, including a naval force of armored longboats from Nob-Y’ggurath. In so doing, she prevented a new front from opening up in the Third Goblin War. The city itself sustained major damage during the initial invasion, when a small but well-armed Imperial fleet slipped past Sheval’s naval pickets and launched a surprise assault. The duke is pouring resources into restoring his city and his fleet to full strength, although it may take him two decades or more to do so.
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SIDHELANKH
(SHEE-lonk)
According to legend, this ancient wood is as old as time itself. It once covered most of the land, and was considered sacred by the tribes of old. Over time, mountains rose and separated it, and as the forest receded, great swaths of open plains appeared.
When the Archangels sundered the world during the fall of the Auldic Empire, twelve powerful elven heroes sacrificed themselves to ward Sidhelankh from the massive destruction, sparing much of the forest’s heart from annihilation. Each of the high elf clans is a descendant of one of these heroes, and they dwell among the boughs of Ywaerj Draesael (YUH-varj DRAY-zehl) – the World Tree.
The gigantic tree stands deep in the center of the forest where few outsiders ever venture. Its mid-trunk is more than a league in diameter, and its boughs touch the clouds; the roots at its base form deep, shrouded valleys. At the “crown” of the tree’s trunk, where the upper branches spread out, is a wide, circular lake with an island in the center.
On the island is Eraslaegh (AIR-ess-lay) – the City of Lanterns. It is really more a meeting place and sacred temple, rather than a proper city. There are neither foreigners, nor industry of any kind in the city; only elven scholars and philosophers, and artists practicing their crafts. Outsiders are infrequent, and it is considered the highest honor to visit this most sacred of ancient sites.
It is said that the high elves guard a mystical “veil” that separates the mortal lands from the spiritual realm of Arcadia, and that they can pass back and forth through this curtain at will. Half-elves are the only sylvan race that comes into regular contact with humans, and they have become completely interwoven into Realm society. Except in rare cases, they only marry other half-elves, so that their bloodlines are not further diminished.
Paganism flourishes among the elves of Sidhelankh, although their practices are far more ancient and their characterization of the spirit hierarchies is much more abstract than that of the humans.
Cultural Equivalent: Sylvan
Ruler: None, although a council of elders occasionally meet to decide pressing issues. The members of this council and the methods of their conduct are completely unknown, however.
Capital: Eraslaegh–The City of Lanterns
Post-TM: During the war, an army of high elves marched out of Sidhelankh into the Borderlands to confront the Covenant necromancers and their undead troops. They then swept far to the south to help smash the siege of Gauntlet Castle. Such a large mass of elven warriors had not been inside the Realm for centuries, and their presence caused a bit of tension with the human forces after the war concluded. The high elves wisely withdrew from Borland, and as the bickering between the dukes and Queen Sarah escalated, diplomatic contact between Kingscastle and Eraslaegh virtually ceased.
The elves patiently endure these periodic waves of change when the hot-blooded and short-lived human tribes feel the need to reorder themselves. Taking a far-sighted view of the current troubles, they have not allied themselves with any one side; they choose instead to wait for a “victor” and then form a relationship with that person. They handle any business with the Realm through their proxies in the city of Woodcrosse, but the high elves have largely cloistered themselves deep in their mystical forest realm.
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SKVÂD-THINGÔL
(SKUH-vahd TING-goal)
This dark and twisted forest separates Njord and Ulgoland. It is a veritable wall of impenetrable foliage filled with deadly pitfalls and horrible beasts. Sunlight doesn’t penetrate its depths, and it is said that at its heart is the hidden entrance to Svartalfheim (ZZ-VART-awlf-hyme) ("Dark Elf Home"), the evil realm of the dark elves.
The Svartalfi (ZZ-VART-awl-fee) are vicious fey folk who prey on men and feast on their souls. Legends say they were slaves captured by North-men raiders in the southern lands, before they were ruled by the Wreath-King. When the slaves outlived their masters, they escaped into the hostile wood, and were changed by its malice into the Svartalfi race.
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STEPPE-LANDS OF KHOSSA
(KAW-suh)
A harsh land of grassy tundra, this region is populated by the Khossacks (KAW-sax), nomadic bands of master horsemen who roam the permafrost in search of reindeer, fowl, and the occasional mammoth. Normally, the Khossacks range far to the east, away from the lands of the Realm; however, in summer, as warm winds blow in from the south, the barbarian clans arrive en masse and raid into the Duchy of Highbluff. The Khossacks often war with invaders from Ulgoland, and the two tribes of men hate each other passionately, despite their similarities and, perhaps, shared heritage.
Cultural Equivalent: Mongolian/Russian
Ruler: None
Capital: None; there is no society or system of order, save clan ties and alliances.
Post-TM: The Khossacks are generally unaffected and uninterested by events outside their borders.
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TROLL HILLS
These rugged hills are so-named because a fierce band of cave trolls did indeed claim it as their land for centuries, until they were put down by King Caedmon VI more that 100 years ago. Still, the trolls who survived are said to have dug deep and occasionally still emerge to steal away people and livestock to eat. Fortunately, the hills are in a rugged, remote section of the Realm, where the population is sparse.
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ULGOLAND
(UHL-goh-lund)
A craggy and desolate place, this is the home of the savage and barbaric Ulgomen, fanatical followers of the witch-queen, Baba-Yaga. They dwell in caves and in crude villages nestled among the rocky gullies and frigid tarns. Curious weather comes off the bay of Jormungadr’s Craw and lashes the region with fierce winds, nearly constant rain, and violent thunderstorms. In the winter, blizzards bury the land beneath deep snow and ice.
Cultural Equivalent: Mongolian/Russian, with Hyperborean overtones
Ruler: None
Capital: None; there is no society or system of order, save the random and cruel whim of the Baba-Yaga.
Post-TM: The Ulgomen are generally unaffected by events outside their borders. Lately, however, perhaps aware of the pressure on Njord from jotun raids, the Ulgomen have made deep forays into the territory of the North-men, even attacking aesir villages. Captured prisoners have confessed that the Ulgomen recently occupied an ancient shrine known as the Egg of Jormungandr, nestled in a patch of hills within southernmost Skvad-Thingol. They claim to be using its power in service to the Baba-Yaga.
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VAST WESTERN SEA
The Vast Western Sea lies off the western coast of the Realm, from the frigid North Sea to the clear warm waters of the Southern Sea. Stretching far out beyond the range of even the largest ships, this ocean is believed to be virtually unending. Some speculate that there are far-off lands on its other side, but no ship has ever arrived from such a place, and no ship departing the known world has ever reported finding territories to the west. Many sailors believe ships that go far enough will eventually sail off the edge of the world into the Aether.
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WHIS'PRING WOOD
This woodland is so-named because a variety of hanging moss drapes over practically every tree, and sea winds from the east blow through and create a near-constant shushing sound that rises and falls with the breeze, as though the trees were whispering to each other.
Much of the forest is boggy in places, particularly to the east where it borders the Great Salt Marsh. The area is largely uninhabited, except for a few villages of hardy woodsmen. Strange ruins, said to be remnants of survivors from the sundering of Elucidar, are sprinkled throughout the wood.
Ghost stories abound, and there are many mysterious sites and unexplained incidents reported by those venturing within the wood.
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WHITEOAK FOREST
This region is a rich, beautiful woodland of tall, bushy trees. Huge stands of poplar, elm, and magnificent, white-leaved oak trees provide a canopy over the lightly rolling hills and shallow gullies below. The forest is host to many timber settlements, and wood from this region is known far and wide as superior to most. All of the ships in the king’s navy are fashioned from white oak lumber.
Despite a large population of men, the region is vast and many parts of the forest remain unexplored. A popular children’s tale portrays the forest as the home of Father Whisperleaf, the grandfather of all trees. There are also numerous legends of a creature or creatures, said to be either tree-men or large humanoids wearing shrouds of leaves and branches, that roam the forest and chase away interlopers from secret areas. The King’s Rangers who patrol the region are silent on the matter, but warn explorers and adventurers to respect the deep places of the forest.
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WHITE STAG CASTLE
This is the citadel of Ordum Niveus Cerva, the Knights of the White Stag. Besides the standard armored knights, one cadre of these warriors famously rides a breed of powerful white deer that dwell in the deep woods to the northwest, instead of the traditional horse. Both deer and riders are lightly-armored, but they are an incredibly fast and nimble cavalry force, and their lightning lance charge is known to shatter even the best trained infantry units.
The castle sits atop a high hill that provides miles of view of the surrounding countryside, and it is built of bleached limestone that shines in the sun. The order serves the Duke of Highbluff, and the castle protects the middle lands of the duchy, particularly against the yearly incursions from Khossack raiders.
Cultural Equivalent: Scottish
Ruler: Knight-General, Lord Tiberius Clannagh (KLAN-ow)
Post-TM: Like many orders, the White Stag Knights are deeply conflicted about the current situation. Many have decided to reinforce their fealty to the duke in the absence of a clear king, while others abandoned the order and became free-lances. Some remain loyal to the throne, and support Queen Sarah until the question of succession can be resolved. Ever the diligent warrior, Lord Tiberius has not weighed in on one side or the other, but has kept his men to their duty, leaving the politics to politicians.
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WOODCROSSE, CITY OF
Because it is in a well-protected section of the Realm, the city is unwalled and seemingly defenseless. However, it is well-protected by the lay-of-the-land, with just a few practical approaches to the city proper that are covered by a withering field of archer and artillery fire from a ring of high towers surrounding it.
Numerous stands of trees, hedges, and gardens abound throughout the city, and its layout and architecture feels very natural and organic. Wildlife teems within the city and residents co-habitate with the animals peacefully. The city is well-known for beautiful handcrafts as well as fine arts and music. The creative influence of the half-elves combined with the drive and hard-working nature of the humans has created an ideal center for such things, and city thrives on this reputation.
In the city center is the ducal estate, with a sacred grove in its central courtyard. This grove is the last remnant of the greater forest that once connected Sidhelankh and Avondale. Adjoining the ducal estate is the Holy Cathedral of St. Catherine the Merciful, a very old and weathered stone structure which long-ago was a temple to a pagan god. Over the years certain religious architectural influences of the Holy Church have been added to the original shrine, but this cathedral is quite strikingly different from others around the Realm.
Cultural Equivalent: Celtic/Welsh with HEAVY Sylvan influence
Ruler: Aelbrecht Gwaenglaine (see Duchy of Woodcrosse)
Patron Saint: St. Catherine the Merciful
Her caring and nurturing manner suit the residents of the city well, as they live in a more harmonious manner with their surroundings than do others in the Realm, largely because the city is well-protected from outside dangers. The half-elf population has readily adopted St. Catherine as a symbolic patron since in life she was a well-known and respected emissary to Sidhelankh, but they do not technically “worship” her as such.
Post-TM: (see Duchy of Woodcrosse)
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Borland Territories (The Borderlands)

This vast region of lowland plains, also known as the Borderlands or simply Borland, has been the traditional barrier between the Realm of the Wreath King and the wastelands of the Iron Emperor. Once well-populated and thriving, the area has suffered periodic invasions throughout the ages by armies of goblin raiders marching out of the Ash Desert.
After one particular invasion in the Third Century AC, the distance to which enemy forces penetrated the realm’s defenses and the massive devastation they wrought convinced King Caerolinus that the region was too vulnerable. He decreed that it would serve instead as a militarized buffer zone to blunt future invasions. The duchy was disbanded and control of the few surviving settlements reverted to local clan leaders.
New settlements and growth were severely restricted, and resource needs were paid for out of the royal treasury instead. Trade routes connecting south to east were well-patrolled and protected by armored knights, while legions of Royal Huntsmen, the precursor of the Order of King’s Rangers, roamed the countryside looking for signs of the enemy. The ruined castle atop the peak of Caer Gulln was rebuilt and expanded, becoming known later as Gauntlet Castle. The fortress served as an impenetrable watchpost over the Valley of Fog, the only invasion route through The Mountains of Woe.
Through the centuries, much of Borland reverted to a wild and primitive state. The uninhabited places became thick and overgrown, and monstrous beasts emerged from shadowy places. Ruins abound, and the land hides many mysterious nooks and crannies that hold secrets of their own. There are several dominant features within Borland: the Great Salt Marsh, fringed by the Whisp’ring Wood; the magical and deadly Moormist Swamp; the Haunted City of Glimmere; the impenetrable depths of Lach Daep; and the twisted evil forest of Blackvale.
Cultural Equivalent: English/Welsh, though somewhat lawless and mercenary (a feudal version of the Wild West)
Ruler: None currently
Fiefs (called “wards”) are governed by local lords known as “stewards” (equivalent to a baron). There are currently 12 major fiefs (as of YR 689 AC) , some of which are sub-divided into smaller political territories.
Post-TM: At the conclusion of the war, it was revealed that King Roderick had plans for repopulating this area, expanding the Realm into Borland proper. Whether or not he intended to put a new duke in place is uncertain, but he and his advisers had mapped out a division of the territory into fief-like “wards,” and determined who would serve as lords of each.
Some of the borders, however, were unclear or incomplete, and some of the fiefs went unassigned. This has led to tense situations between the stewards of these lands, and much of the region is outside the authority of the crown at this time. The area is rife with political intrigue and military maneuvering as various power factions throughout the Realm vie for control, using their proxies and alliances to strengthen their hands.
Mercenaries, bounty hunters, and criminals have found ripe pickings here in the frontier, especially as settlers and pilgrims stream in to look for a new life amidst the rapid growth the region is experiencing. Borland's future is uncertain and events remain fluid, ensuring that instability and chaos will reign until a bold and decisive leader emerges who can bring it all under control.
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Detailed Key
Aelfandshire
Aesirheim
Argentshire
AELFANDSHIRE
(ELF-und-shyr)
This ward was ceded to the control of the Duchy of Woodcrosse under King Roderick’s initial plans. The territory was later expanded in negotiations with Queen Sarah during the Third Banner Council in exchange for Duke Gwaenglaine’s support for her regency. Lord Aelfaend is a half-elf noble sent here on behalf of the duke and the lords of Woodcrosse to manage the fief. He is a capable administrator, and has quickly established a series of settlements along the river.
The fief only reaches between 5-10 leagues into Borland, south from the River Elucidar, but it stretches from the eastern edge of Pelton Forest all the way to the coast. At some point, Gwaenglaine plans to divide the land up into smaller sub-fiefs, and the Woodcrosse lords will decide who will be named stewards of those parcels. Lord Aelfaend has run into a problem, however.
The easternmost parts of these lands were inhabited by a large clan of fierce and stubborn Borlanders known as the Clan Bethul, who claim a direct lineage to survivors of the destruction of Elucidar. Their chieftain was Prasutagus (prah-SOO-tah-guhs), and they traditionally dwelt in the eastern reaches of the region, from the westernmost branch of the River Elucidar to the coast. The redrawn territories did not sit well with the clan, so Prasutagus and his men attacked Lord Aelfaend’s encampment.
The battle was terrible and many on both sides were killed, including Prasutagus. His wife, Buddica (BOO-dih-kuh), took over her husband's reign, after bare-handedly defeating an armed rival for the position. The clan was driven out of their riverbank villages in reprisal, but Buddica disputes the border, and she and her surviving kin fled into the marshes, dwelling there in hidden villages and making war against Lord Aelfaend (and Lord Cantor to a lesser degree).
Her followers call her Queen Buddica, and she claims ALL of the Great Salt Marsh. She is a large, matronly woman of middle age, with a mop of unruly, flame-red hair atop her head. She has amazing presence, which can be alternately disarming and motherly in one instance, and cold and terrifying in the next. She is known for her decisiveness and her willingness to take great gambles to win the day.
Settlements
Audwin Farm (Farming Hamlet)
(AWD-win)
Daerrow (Trade Village)
(DARE-oh)
Ildur’s Ferry (Trade Thorp)
(ILL-doorz)
Rhos-y-Cwrt (Medium Fortification - Keep)
(ROH-zee KORT)
Twly Teg (Fishing Thorp)
(TOO-lee tegg)
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AESIRHEIM
(AY-zeer-hym)
Or, Troubleshire as many of the local lords have begun referring to it. This small ward within the Firth-y-Fingol, and several of the fiefs to the south and west of it, was part of a gift to a group of adventurers known as The Wanderers for their service to the Realm during the Battle of Thunder Mountain (685/6 AC). It was their actions which defeated the ancient evil beneath the mountain and decisively turned the tide of battle.
This particular ward is the province of Srjnok Jotunslayer, an aesir lord of the distant clan Gund from Njord. A berserker by nature, his distemper and bold rashness have made his neighbors nervous, particularly after he brazenly staked a claim to territory on both sides of a disputed border with Moormistshire. The situation threatens to escalate into open warfare.
The region has lately become heavily populated with Srjnok’s aesir clansmen from the north, as well as with dwarf laborers from Thunder Mountain, where he is considered a popular hero. The ward is experiencing steady growth, with a number of rapidly expanding settlements. In the settlement of Gundny, he has established a gladiatorial arena, which has begun attracting all manner of pit fighters and trained warriors seeking fame and fortune.
In the fief’s north, across the river which Lord Humboldt of Moormist considers to be the actual border, Srjnok and his fellow Wanderer, Sethlow Teledon–a powerful druas astrologer from Swordgate–have erected an imposing fortification and sanctum sanctorum. From here, they appear to be daring Lord Humboldt to defend his territorial claims; something which Humboldt, so far, has not been willing to do.
Settlements
Beomund (Trade Thorp)
(BAY-oh-muhnd)
Dwill (Farming Village)
(DUH-will)
Fishkill (Fishing Hamlet)
Gundny (Trade Thorp)
(GUHN-duhn-nee)
Leaky Mine (Mining Thorp)
Srj’s Keep (Medium Fortification – Keep and Sanctum)
Timberton (Trade Thorp)
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ARGENTSHIRE
(AHR-zhawn-shyr)
This ward is the fief of Sir Ashe d’Argent, High Knight-Templar of the Order of St. Just, Knight of the Crown, and son of the Silver Duke of Sheval. It was part of a gift to a group of adventurers known as The Wanderers–of which Lord d’Argent is a member–for their service to the Realm during the Battle of Thunder Mountain (685/6 AC). It was their actions which defeated the ancient evil beneath the mountain and decisively turned the tide of battle.
The region is largely rolling, fertile fields and grassy plains, and a number of farming settlements have sprouted up in recent years. The area is under the watchful aegis of Lord d’Argent’s keep, and a large chapel dedicated to St. Just which is attached to the fortification is one of the few spots where the Holy Church has a presence in Borland. The fief is bound to the south by the Southern Trade Highway, and to the east by an old trade route that connects the highway to the Duchy of Woodcrosse far to the north.
Obviously, because of his stature in the Realm, and because of his powerful connections, many of Lord d’Argent’s neighbors curry his favor. One exception is the Clan Ulfwyn to the east; they have taken exception to the newcomers in the region, and they have recently established a small trade camp along the north-south trade road. They have begun levying taxes on merchants and travelers along the road, and there have been a number of violent incidents when payment was refused. While their actions are technically legal, the taxes threaten to suppress trade to the southern settlements, including those of Lord d’Argent.
Settlements
Baker’s Mill (Trade Thorp)
There is a small, but thriving bakery industry here. Among the wares the settlement produces, a brand of holy wafers, small communion biscuits, has become extremely popular throughout the southern Realm, including into the duchies of South Kingscastle and Sheval.
Chapel’s Bounty (Farming Thorp)
d’Argent Keep (Medium Fortification – Stronghold and Chapel)
Farfield (Farming Thorp)
Norton Farm (Farming Hamlet)
Silverwind (Farming Hamlet)
This settlement is a joint investment between Lord d’Argent and Lord Windham of Windhamshire. It lies on the border of their respective fiefs, and they share all costs and output. It was established as a sign of their friendship, and the name of the village is an amalgam of their family names (“Argent” meaning “silver” in the traditional Sheval dialect).
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Primer Astrologia
The following text and associated exhibits constitute a basic model of the mechanisms and nature of the Cosmos.
Table of Contents
The Earthly Realm (Terra Primi)
Orbita Lunari
The Starry Expanse
Orbita Mercurium
Orbita Zodiacum
Orbita Elliptum
Orbita Callistum
Orbita Daemoni
Orbita Lumina
Orbita Heliosum
The Elemental Realms
The Houses of the Zodiac
Draconus, the Celestial Dragon
Spirus, the Tower of the Sky
Equinus, the Heavenly Steed
Cervidan, the Great Stag
Chastienne, the Empyrean Maiden
The Twins, Uuat (The Brother) and Clymestra (The Sister)
Petrus, the Dwarf
Ursus the Great Bear
Aspis, the Eternal Serpent
Piscus, the Aethereal Carp
Orion, the Starry Hunter
Bovus, the Cosmic Bull
The Cosmic Axis
Arcadia, the Sacred Realm
Malebôlge, the Infernal Realm
The Heavenly Palace
The Nine Hells
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THE EARTHLY REALM (TERRA PRIMI)
The orb upon which we live is the central point of the universe; a knot, if you will, in the Cosmic Planes. It is the junction of all things, and is made of all elements. Here can be found a concentration of all the energies that each of the other Spirit Realms represents.
All other realms revolve around the Earthly Realm. However, it, too, has a revolution of its own, as measured by the nightly passing of fixed stars across various astrological markers here at the Royal Observatory, and their return to the same positions the subsequent night. Therefore, a "day" is one entire passing of a fixed star as the Earthly Realm makes a complete revolution.
A day is evenly divided into twenty-four hours, as counted by the observatory’s sundials. A location upon the earth is illuminated by the sun for half the day, and shrouded by night the other half, with periods of twilight and dusk between each. One hour is made up of sixty minutes, as measured by water clock across one arc of the sundial.
The four Elemental Realms certainly make up the Earth and the Sky, for the earth is made of rock and flame; water flows upon her surface, and she is surrounded by a Firmament of wind and billowy clouds. The earth likewise rests upon the Cosmic Axis, between the Heavenly and Nether Realms, as evidenced by the constant fluctuation of positive and negative energies which we can detect and measure.
The greater Cosmos can be described as a series of circular orbits, properly called Orbita (OHR-bee-tah), of distant planetary bodies that revolve around the earth. Each Orbita is its own realm, with its own influences upon the earth. These Cosmic Realms are each described below, in consecutive order as one would move away from the Earthly Realm (assuming one could).
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ORBITA LUNARI
This first Orbita describes the path of the Moon (or, Luna, as she is called by the Pagans) around the earth. This imaginary circle described by Luna’s orbit makes one complete revolution every thirty days, a period of time we refer to as a "month." A month is broken up into three ten-day periods we call "weeks."
A curious trait of the moon is that she, too, revolves, but does so at exactly the same rate at which she circles the earth. This causes the same side of the moon to always face the earth, her eternal gaze beaming down upon us each night. During its thirty-day revolution, the shadow of the earth falls upon different areas of the moon’s face, causing her to appear, at times, as Full, Three-Quartered, Halved, or Quartered. At the end of the month, she is at her weakest, a New Moon, in which her face is almost entirely dark.
The Lunar Orbita is the boundary between our firmament and the starry expanse beyond. Our best calculations put the moon’s distance at many tens of thousands of leagues, much farther than anyone could reasonably travel. No mountain has so far been found which might reach her, nor have those attempting to ascend to her by air, via magic spell or wingéd steed, been successful.
Luna – the Mistress of the Moon – was actively worshiped in the Pagan Age as a living goddess. Cults devoted to her still exist today, typically among the elfin-folk of Sidhelankh and the Priestesses of Avondale. The Archangel Lunatathera is her steward, in the canon of the Church of the Divinity, placed in the firmament by God to control the tides and to help the first people measure time between harvests.
Her influence upon the Earthly Realm, while thought to be generally positive, is recognized as often mischievous, and, sometimes harmful. Sudden madness, loss of reason, emotional hysterics, or inappropriate behavior is called “lunacy”, in her honor. This occasional, but not uncommon effect upon some people is believed to derive from her powerful feminine emanations, which nightly bathe the earth. She also represents the ominous power of nighttime, with its shadowy, concealing cloak.
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THE STARRY EXPANSE
This vast, milky region of cold vapors lies between Orbita Lunari and Orbita Heliosum, that is, between the moon and the sun. As its name implies, The Starry Expanse is filled with innumerable fixed stars which shine through the veil of night like countless bright embers. Its breadth is many, many times that of Orbita Lunari–an unfathomable distance to those not well-versed in complex mathematical formulae.
We call these stars “fixed,” because they do not seem to move relative to each other. However, over long centuries of observation, the slightest movements have been measured, leading many to believe that stars do revolve around the earth, but do so slowly, over an enormous period of time. The nature of stars is unknown, although many believe them to be remnants from God’s creation of the firmament, the fiery sparks of His labor. Others consider them guardian spirits–perhaps Cherubim–who tend to the clockwork mechanisms of the cosmos.
The Starry Expanse is said to be filled with aether, the very breath of God, a magical substance which is lighter than air and permeates the entire cosmos. Great winds are thought to waft through The Starry Expanse, and it is believed by some that that one could sail on these aethereal vapours if one had a vessel that could navigate such a foreboding sea.
Other heavenly bodies aloft in The Starry Expanse include three planets–Mercurios, Elliptus, and Callistus; two comets–Luminos and Daemos, the Celestial Wanderers; and the Wheel of the Zodiac. Each of these bodies is described below.
Note that the planets and the comets, along with the sun and moon, form the Astrological Hierarchy of Seven, while the constellations of the Zodiac form the Hierarchy of Twelve. However, in keeping with the doctrines of the Holy Church of the Divinity, the Royal Observatory and Astrological College acknowledges the supremacy of the Divinity’s hierarchies, and recognizes God as the creator and lord over us all. We regard the astrological hierarchies as subservient in all ways to Him and His Heavenly Host.
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ORBITA MERCURIUM
This orbit describes the path of the planetary body called by the ancients, Mercurios (MUHR-kyoor-EE-ohs), which represents the Pagan God of Wisdom. Mercurios lies approximately one-third the distance between Orbita Lunari and Orbita Heliosum. He appears as a bright, fast-moving body, quite striking against the night sky. His orbit takes approximately six months to make a complete revolution around the earth.
Mercurios is often identified in Divinity texts as the Archangel Lazurai, the Enlightened One, placed in the Firmament by God to inspire the first peoples to look to the sky for the meaning of things.
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ORBITA ZODIACUM
This orbit describes the path of a distinct band of stars known collectively as the Wheel of the Zodiac. It lies exactly halfway between Orbita Lunari and Orbita Heliosum. The band has a most unusual and complicated pattern of movement, and the stars that comprise it, unlike all others in The Starry Expanse, can be seen to move, as recorded by observational markers.
To visualize the Zodiac Wheel’s alignment to the cosmos, one must first contemplate an imaginary, circular plane radiating from the midsection of the earth (the "equator") to the outermost edge of The Starry Expanse (the Orbita Heliosum). This circle is known as the Plane of the Elliptic, and encompasses all Orbita, stars, and planetary bodies.
The Orbita Zodiacum defines the actual points where the perpendicular band of the Zodiac Wheel meets the Plane of the Elliptic. It takes one thousand years to make a complete revolution around the earth within the Elliptical Plane. This motion is imperceptible to the casual viewer, and even skilled astrologers would spend a lifetime recording only a fraction of a degree of its long path.
However, the Zodiac Wheel’s position along the Plane of the Elliptic becomes very important when the concept of elemental energies is brought into the calculations. As I do not wish to stray too far from the original topic, I have referenced some basic principles of this subject in another section below.
To complicate matters, the Zodiac Wheel also orbits the earth perpendicular to the Plane of the Elliptic, arcing high overhead us in the night sky. This unique principle is known as “sidereal” motion, and a complete revolution around the earth takes one full year. The Wheel is divided into twelve distinct sections, known as “houses,” each of which represents one month of the year. A specific House of the Zodiac is defined (or “ruled,” in the parlance of astrology) by an extraordinary and meaningful pattern of stars known as a “constellation.”
See the separate section of this text entitled, “The Zodiac,” for more information on this aspect of the cosmos.
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ORBITA ELLIPTUM
This describes the peculiar arc of the planet Elliptus across the night sky. Its revolution is not perfectly circular like the others, but is more akin to the elliptical orbits of the comets. At its closest point to the earth, its orbit lies roughly halfway between Orbita Lunari and Orbita Heliosum, and at its farthest point, it is approximately two-thirds that distance. Elliptus has an orbital period of eight months. The fluctuations in orbital distance do not seem to have much influence on the power of spells that invoke Elliptus’ name; however, its orbit is a curiosity, given what we know about the subtleties of cosmic relationships.
The elliptical nature of the orbit has a second curious feature as well. Its “sharp” ends, which “point” to opposite Elemental Realms, also revolve slowly around the earth, completing a circuit every five thousand years, far too long to have more than a minute cosmic influence.
No one has yet discerned the causes of Elliptus’ strange orbit, although highly technical and often controversial theories abound. He appears in the night sky as a bright, blue body, larger and fast moving at times (when he is closest to the earth), smaller and slower during his elongated arc.
Elliptus is said to be the Guardian Planet. Why this is or what it means has been lost to antiquity. References in ancient Auldic lore clearly define him as such, however, and the planet’s protective influence in the Astrological School of Magic is undeniable. He is, indeed, a formidable source of power.
Church texts align Elliptus with God’s Herald, the Archangel Azazel. As with the enigmatic leader of the Heavenly Host, these texts have steeped Elliptus’ role in the Heavenly Plan in much mystery and conjecture, as they have little source information from which to draw meaningful conclusions. The universe teems with mysterious and wonderful things that often defy easy explanation.
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ORBITA CALLISTUM
This describes the plodding path of the angry, red giant–The Planet of War, Callistus. Pay particular note to its orbit. Lying as it does more than seven-tenths the distance between Orbita Lunari and Orbita Heliosum, it requires a full one hundred years to march its way around the outermost reaches of The Starry Expanse. When Callistus achieves certain astronomical alignments, times of uncertainty follow, often leading to bloody violence. An important one arrives a mere fifty two years from now, when Callistus will appear at sunrise in the mouth of the Zodiac Constellation, Draconus. Perhaps you, young Prince, shall be witness to its effect.
Callistus’ influence upon the earth is great, and he is able to cause enormous chaos and destruction when so invoked. But his power may also be applied responsibly and with discipline, and powerful results may be achieved. He appears as a grim red light hanging in the sky. His dark spot is sometimes visible on clear nights, and it seems often to be glaring down upon the earth like a great crimson eye.
Callistus is referenced in most Divinity texts as having been placed in the sky by God to inspire and embolden the first people to fight for survival rather than cower in caves. Much later, in the Auldic Age, Callistus was given patronage over martial matters–the art and conduct of war. Later still, Church texts would correctly assign the stewardship of Callistus to the Archangel Enoch, who represents the holy virtue of Duty.
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A Note about Comets
Because both comets pass into the Elemental Planes, most Divinity texts regard them as elemental in nature. It is their opinion that, just as a water-bearer travels back and forth between the village and the river, both comets bring fresh raw elemental material back into the Cosmos. This mechanism was put into place by God when the Cosmic Axis was formed and the entropic forces of the Void began to slowly consume the cosmos over the millennia.
Orbita Daemoni
This describes the path of Daemos, the Dark Comet. It has an extremely elliptical orbit, one with an irregular period of fifteen to twenty years. The reason for such an eccentric orbit is unknown, but is largely ascribed to the effects and stresses the comet is placed under when it passes through the Elemental Planes. This conclusion is derived from the fact that the comet’s path through The Starry Expanse only lasts six months, and that period remains fairly consistent through countless observations over many hundreds of years. The comet itself, actually its tail, is usually visible to the naked eye for only three to four months.
The rest of Daemos’ irregular period is spent deep inside the Elemental Realms of Earth and Water. It is thought to be an enormous ball of cold ice and black rock which, when the comet emerges into The Starry Expanse and is exposed to the light and heat of Helios, begins to burn off in a long, bright tail of steam and debris. When it does suddenly appear in the night sky, astrologers and soothsayers take note of it, and begin charting possible alignments to divine the future. Daemos’ appearance can be an exciting, but often ominous portent.
The Archangel Mithriae is steward over Daemos, and her matronly influence tempers the often troubled nature of the Dark Comet.
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Orbita Lumina
This describes the path of Luminos, the Light Comet. Like its counterpart Daemos, the comet has an extremely elliptical orbit, also with an irregular period of fifteen to twenty years. Also like its sister, Luminos’ path through The Starry Expanse only lasts about six months, although this bright comet is visible to the naked eye throughout.
The rest of the comet’s irregular period is spent deep inside the Elemental Realms of Air and Fire. It is an enormous brilliant ball of gaseous fire, which, when the comet emerges into The Starry Expanse and is exposed to the cold of the aether, begins to burn off in a long, bright tail of smoke and flame. Luminos’ appearance can likewise have great impact, but its influence is far more positive and much less uncertain than that of sullen Daemos.
The Archangel Iago is the steward over Luminos, and his pure and disciplined influence tempers the often aggressive, over-exuberant nature of the Light Comet.
When both comets appear in the sky, an event recorded only twice in many centuries of observation, they bring with them great upheaval and change, both baneful and beneficial. Such dual appearances, regrettably, cannot be predicted.
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ORBITA HELIOSUM
This describes the path of Helios, Lord of the Sun, who provides the earth with heat and light, and directly controls the cycle of the seasons. Beyond the Orbita Heliosum lie the Elemental Realms, and Helios literally skips along their fringes.
It takes the sun one year to complete a circuit around the earth, and he spends three months of that year passing through one of the Elemental Realms. That particular Elemental Realm infuses Helios with its power, and he then bathes the earth in its elemental energies. Each one of these three-month periods is a season, defined by a particular element. Spring is ruled by the Elemental Realm of Air; summer by Fire, fall by Earth, and winter by Water.
The Divinity texts claim Helios was placed in the sky by God to provide the first people with light and warmth, and the ability to gauge time. The Archangel Heliotenethes is steward of the sun, and gives it its name.
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THE ELEMENTAL REALMS
Lying beyond the Orbita Heliosum, these vast regions of raw elemental energy–of which everything is made–perpetually churn and boil. Each occupies a quadrant of the space beyond the sun, and their constant state of activity powers the cosmos. They are truly the grand miracle of His works.
It is their energies which are focused by the sun to alter the seasons on earth. As great Helios makes his yearly pilgrimage around the perimeter of the cosmos, it brushes against the fringes of each Elemental Realm, consuming small portions of it. Helios then expels its rays and vapours, charged with this elemental energy, across The Starry Expanse, ultimately reaching earth and directing the turning of the seasons.
Likewise, the Orbita Zodiacum passes through each quadrant of the night sky every two and a half centuries, vastly influencing the effects of the constellations on the earth. An observer on earth would see the constellations of that season as they appear; however, behind it, unseen because of the vast distances but filling most of the sky, is one of the four Elemental Realms.
The current Elemental Realm which influences the Zodiac is that of Air, signifying a period of change and progress, a time which I would certainly say the King's Realm has enjoyed for the last two centuries. However, within your lifetime, the Zodiac will pass into the Elemental Realm of Fire, which typically signifies a period of loss and turmoil, and sometimes chaos, but definitely a time of uncertainty.
What do the Elemental Planes look like? One could hardly know, as it seems impossible to imagine visiting there. Even if you could cross the vast gulf of The Starry Expanse past the Orbita Heliosum, you would pass into a region of pure elemental energy, likely to be consumed by fire, smothered and crushed by earth and stone, drowned by turbulent water, or ripped apart by an unimaginably powerful storm. Tranquil realms these are not.
The existence of elemental spirits is widely known and has been accepted by the Holy Church as valid. However, these beings do not seem to have proper sentience (at least as we consider it), and they are often mindless and wantonly brutish in their actions, much like nature itself. Therefore, the Church and the Royal College do not advise trafficking with these beings, for either sport or legitimate purpose.
Astrologers can invoke the power of the Elemental Realms to some good effect. However, our ability to control these forces is limited, and their use can be extremely dangerous and destructive.
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THE HOUSES OF THE ZODIAC
Because the earth is a sphere, it can be divided into four hemispheres of equal size. By first dividing the globe into two halves, one above the Plane of the Elliptic, and the other below (or, north and south), and then dividing each of these halves into an eastern and a western quarter.
The King’s Realm is situated in the north-western hemisphere, and as a result, we only ever see one-quarter of the night sky. This limitation means that, at any single time, at any single point on earth, an observer will only be able to see three of the twelve Zodiac Constellations in the sky. One of these is “rising” above the north horizon (or, in “ascension”), one is directly above us (or, at its “zenith”), and one is descending to the southern horizon (or, in “declination”).
As one constellation declines below the southern horizon, a new one crests over the north pole of the earth, signifying the arrival of a new month. The twelve Zodiac Houses are likewise grouped by threes into each the four seasons–spring, summer, fall, and winter.
The spirit beings represented by the Zodiac are extremely old and are universally believed to have been identified from ancient source texts by the Auldic peoples. Somehow, this knowledge survived the Seven Cataclysms, the Dark Ages, the Pagan Age, and into the modern-day.
The constellations have significant meaning and influence on the practice of astrological magic, and are thought by most astrologers and religious scholars to have been placed in the Firmament by God as a way to instruct the first people in the annual turning of the seasons.
While the Holy Church does not recognize the Zodiac as a legitimate spiritual essence of God, they respect the acknowledgment of the Zodiac Wheel as reliable astrological markers for measuring the months of the year. They view the “personification of random alignments of stars” as a quaint holdover from ancient, less-illuminated times.
The Royal Astrological College, on the other hand, believes that nothing God does is random, and therefore regards the Zodiac signs as sources of spiritual power. Where they reside in the divine hierarchy is unclear, but the existence of twelve signs would suggest equivalence with the Seraphim, the Holy Saints. The Church adamantly denies this, however, and refuses to assign a Saint to a particular Zodiac sign.
The accounts and descriptions of the constellations’ various influences and effects on people born in certain months, under certain Zodiac Houses, are too numerous to catalog in this primer. In summary, the month represented by a constellation is the month in which that constellation is at its zenith.
The following are brief descriptions of each constellation, including their earlier Auldic and Pagan origins.
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A Note About the Following Text
Our model of the universe would not be complete without a discussion of the Cosmic Axis, counterbalanced at either end by massive sources of positive and negative energies, which provide stability and momentum to the Cosmic Mechanism.
The existence of this Axis and its sources of power are not in dispute. Mathematical calculations conducted not only by the Royal Astrological College, but also by several notable schools of sorcery, provide empirical proof. A long literary and philosophical tradition, including some few Auldic texts which survived the Seven Cataclysms, also bears this out.
What is occasionally disputed in some circles is the existence of certain metaphysical realms said to have formed around the polar ends of the Axis. These realms can not be seen by eye nor lens, and can not be quantitatively proven. However, it is the opinion of the Royal Astrological College that, based on the aforementioned literary and philosophical traditions, such spirit realms do, in fact, exist, and should be considered in any complete model of the universe.
THE COSMIC AXIS
This feature formed when God set the mechanism of the universe in motion. Elemental energy, floating free and unfettered in the early cosmos gathered in the outermost reaches of the sky. The sun was sparked, and many of the objects in the heavens were set in place. All this busy activity spun around a central point, much like the wheel of a cart around an axle.
The Axis attracted positive and negative energies, which were co-mingled in the primordial soup of the nascent universe, similar to how a metal rod attracts lightning. Positive energy rose upward, coalescing into a vast realm of light. Negative energy sank to the other end, pooling into a ravenous, oppressive realm of darkness. This opposition of energies keeps the Cosmic Axis constantly charged and perpetually turning the cosmos.
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ARCADIA, THE SACRED REALM
This mystical region lies somewhere between the Earthly Realm and the Heavenly Spirit Realms. It is here where the souls of Pagans and followers of subordinate religions are thought to journey at life’s end, rather than ascending to the Heavenly Palace to sit at the feet of God. Here, in Arcadia, these Pagan spirits wait to return to earth in a never-ending cycle of life, death, and re-birth, never to transcend to a higher state.
This realm of ghosts is thought to be the source of low magick, and certain, enlightened heroes are said to be able to visit there and return. It is also said to be where the Priestesses of Avondale spirited Caedmon Goldhelm away as a babe, there to raise him to become the first Wreath-King. Upon his death, he returned there on a funeral barge.
Fabled Arcadia is said to be a mirror of the Earthly Realm, albeit a primeval one, filled with wonders and perils both fantastic and terrifying. There are no nations or governments there, only vast stretches of wilderness, peppered with sacred sites and fabulous ruins, many of which are said to have their counterparts here on earth. These spots serve as portals between worlds. Legend says that somewhere in Arcadia is a great mountain, its summit shrouded in perpetual cloud, which guards a golden staircase to the Heavenly Palace.
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MALEBÔLGE, THE INFERNAL REALM
Literally, the Pits of Hatred, this dark realm is somewhere between the Earthly Realm and the Rings of Hell. Here is where the wicked and sinful end up after death, there to suffer eternal penance until the Last Day, when they will be cast into the Void. This horrid place is the source of diabolic and black magic, and many vile creatures live in its stinking, charnel trenches. Like Arcadia, mortals are said to have journeyed to this underworld of the damned and returned.
Some of the deepest pits are, in fact, tunnels to the nether-realm of Hell, and the demonic inhabitants of that cursed place emerge from those great smoking shafts. Dis, the infamous City of Iron, is said to lie at the heart of Malebôlge, surrounding the largest of the pits.
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THE HEAVENLY PALACE
The Realm of Light is the dwelling place of God and His Heavenly Host. It is the source of spirituality and piety on earth, and it is where the most pious souls go after death to dwell in the presence of the slumbering Lord.
It is a place that no living mortal is meant to visit, although the Books of Erasmus in the Libram Sancti do tell of his journey to the Heavenly Palace as a mortal prophet, escorted there by the Archangel Azazel, and his subsequent illumination as a Saint.
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THE NINE HELLS
The Realm of Void is a place of utter darkness and despair, and the most sinful and impious souls are sent shrieking into its black depths to suffer eternal torment of the worst kind. It is the source of evil in the world, and the vilest of beings draw from its dire energies.
It is from here that undead creatures draw their strength, and great nether-beasts are said to dwell among the black crags and cliffs above the yawning black maw of the Pit of the Void.
It is thought by most Divinity scholars that, should a mortal somehow overcome the inhabitants of this Realm to gaze upon the Void in its dire magnificence, he would be laid bare and devoured instantly, his soul ne’er to be recovered.
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Realm Atlas
Borland Territories (The Borderlands)
Primer Astrologia
Map of the Realm
This is a map of the Wreath-King's realm and nearby sovereign lands--some friendly, some not.
The region is made up of the royal duchies of Kingscastle, Sheval, Riversmouth, Landsend, Highbluff, and Woodcrosse, along with the Borland (Borderland) Territories. The capital of the realm is the city of Kingscastle.
Surrounding the king's realm are the lands of:
- Duerheim, the mountainous homeland of the stoic Dwarves
- Jotunheim, the frozen land of the formidable Giants
- Njord, the territories of the northern barbarian clans and the fierce giant-kin, the Aesir
- Ulgoland, the forbidden reaches of queen Baba Yaga and her savage Ulgomen
- The steppe lands of Khossa, inhabited by the feared nomadic horse-raiders, the Khossaks
- Sidhelankh, the mystical forest-realm of the secretive Elves
- The Empire of Iron and Ash, the vast desert region ruled by the brutal Iron Emperor, Nessus
- Grohluk, a lawless region on the periphery of the Iron Emperor's domain, it is a refuge for pirates, murderers, and villains
- The island kingdom of Thaecia and its shining capital, Swordgate--gateway to the lands of the Southern Sea
- Gao-Din, a former prison, now the fortress-city of the world's most infamous guild of criminals
- Jhangar, an impenetrable and uncharted jungle region
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Realm Atlas
This is a summary of the named areas of the Realm Map, in alphabetical order. Where relative, a description of regional changes in the three years since the Battle of Thunder Mountain (Post-TM) is listed. Blue text indicates a separate entry elsewhere in the Atlas.
UPDATED 09/19/2010 (orange titles)
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ASHESTAFFE KEEP
This incredible structure is an ancient magical fortification founded four centuries ago by Achernar of the Ashestaffe, legendary wizard and adviser to the first Wreath-King, and champion of the Realm. It was originally the immortal spell-caster’s Sanctum Sanctorum, but over the centuries it developed into an arcane school of learning, dedicated not only to the principles of High Magic practiced by Achernar, but to other disciplines as well, such as Enchantment and Alchemy.
The main central tower is a tall finger of pale limestone that shimmers in the moonlight. It is ringed by a series of six limestone walls, with each ring being a separate district. Each of the districts is responsible for a specific function of the school, with specialized buildings and assembly areas. The outer-most ring contains a public area, open to travelers and those seeking business with the school.
Achernar is the school’s titular leader, but the complex is presided over by a council of wise-men and teachers known as the Elders of Ashestaffe. Dwelling within the tower is a small community of several hundred scholars, students, and specialty craftsmen, all working to plumb the depths of magical knowledge and techniques. The residents and faculty tend to be insular, and few outsiders ever get far into the complex. The sealed vaults deep beneath the school are said to contain things both wonderful and terrifying, some of which should never again see the light of day.
The school is guarded by cadres of specially-trained soldiers known as The Seven Watches. The top two cadres are official knight orders, tasked with protecting the Elders (The Second Watch) and Achernar himself (The First Watch). In contrast to their heavily armored peers, these Knight-Magisters wear light armor, wield standard weapons, and can cast arcane spells. The school, its immediate grounds, and the lands surrounding it are a sovereign territory within the confines of the Duchy of Landsend, but they have no responsibility to the duke.
Cultural Equivalent: None in particular, although the school has a unique culture of honor and duty in service to king and realm, and their strict adherence to magical disciplines means that their day-to-day activities are highly ritualized. Most outsiders find it difficult to acclimate to the school’s strange and mysterious atmosphere.
Ruler: Arch-Wizard Achernar, First of the Seven Elders of Ashestaffe
Once known only as Chernar, apprentice to Meopham the Vanished, this master wizard was a traveling companion of King Caedmon I on his epic quest for the Lancea Deus (The Spear of God). Something he found or did during his travels has made him apparently ageless, but no one but he knows what it was.
He appears to be a thin man in late middle age. A grey hook of a beard juts from his chin, and his long dark grey hair is tied back in a fine braid. His eyes, however, reflect the serene wisdom of vast ages. His garb is somewhat plain and unadorned, but he carries a staff of palpable strength and power and his brow bears a simple circlet of shimmering metal. His presence and personality is awe-inspiring, and he clearly controls tremendous forces that weigh him down with constant strain. He is sharp-witted, though, and quick to laugh in less serious times. Some have noticed that, during quiet contemplation, his form seems to fade slightly and become transparent, almost as if he is slipping from the physical realm when at peace.
Seven Elders of Ashestaffe: The remaining members of the governing council are essentially the school aldermen who set policy, enforce discipline and standards, and advise Achernar and the king in all arcane matters.
- Vaux Vagdemagus the Wyrm-Slayer, a human wizard and master of dragon magick
- Orpheo Asnasnia, a druas wizard and expert in black magick and demonology
- Nestor Aguilar, a human mage and master conjurer
- Ambrosius Adronus, a human master alchemist
- Ysai Ydrid (EE-sye EE-drid), a half-elf sorcerer and master of constructs
- Faerbren Smoke, a human wizard and master of fire
Post-TM: The school has always owed its allegiance to the Wreath-King, and still remains openly dedicated to protecting the Realm and its proxy queen. Once the immediate crisis was settled with the Third Banner Council, Achernar went into self-exile in the wilderness to seek mystical guidance and portents regarding the future. He appears to have anticipated such events, and seems hopeful despite the tragic deaths of his friends and masters, Roderick and Alexander Goldhelm. The school continues its work, but monitors the activities of the Realm and the actions of its dukes to prevent chaos and violence from breaking out in the absence of a clear successor.
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AVONDALE FOREST
(AH-vun-dayle)
This ancient forest was once part of Sidhelankh, and this is most apparent in its eastern reaches, where certain types of plants and trees grow that are otherwise only found within the sylvan land. It is the protected domain of the Maidens of Avondale, an influential sect of pagan priestesses.
Unbelievably old and dense, the depths of this beautiful wood remain largely unexplored, and its mysteries are said to be many. Trespassers are forcibly removed, assuming they survive its dangers, but those caught hunting or otherwise harvesting the forest’s bounty are subject to one penalty under the king’s law…immediate death.
The Maidens dwell in a hidden temple somewhere within the forest, where they maintain the old traditions and rituals. From this secret shrine, they keep the civilized world’s peace with the pagan spirits and gods who still hold much sway, despite their waning influence in the shadow of the Holy Church. The Maidens also protect the forest’s sacred sites, many of which are said to be portals to the mystical realm of Arcadia.
Cultural Equivalent: Celtic with Sylvan influences
Ruler: Ygraine (EE-grayn), High Priestess of Avondale
Often derisively called the Witch-Queen by some in the Holy Church, it was Ygraine who gave the virgin maiden Gwynhyfyr to King Gladwain Goldhelm’d many centuries ago. By her action Caedmon I, the first Wreath-King, came to be born. It is unknown whether the current Ygraine is the same woman who lived long ago, or if successive high priestesses merely take her name as a title of office.
She appears as a thin woman of medium height, with pale skin and wispy grey hair. Despite her obvious age, she does not seem feeble in the slightest, and she walks with surprising speed and nimbleness. She wears the traditional raiment of the Maidens of Avondale, wool and silk robes over sammite undergarments, and a tight cap hung with a silken veil. Hers are of a finer quality though, stitched with threads of pure gold, silver, and mithril, the fringes lined with white mink. Her overcloak is made of holly leaves and ivy, and appears to be quite alive. She wears a crown of holly over her cap, interlaced with silk and veiled with stringed pearls and opals that conceal her wizened face. She walks with a gnarled spruce staff, the cap of which is an enormous crystal that shimmers brightly, even in complete darkness.
Post-TM: Since the formation of the Realm, the queen has always been a virgin Maiden of the Forest, but Sarah’s rise to the throne threatens to destroy this tradition because she is not an Avondale priestess. The Maidens are thought to be split in terms of which path to take under these new circumstances, but insider knowledge of the detailed situation is difficult to find. As a matter of record, during the Third Banner Council after the conclusion of the war, Ygraine reluctantly supported Queen Sarah until the selection of a new king, barring any new guidance from their divinations. The resolution was not her first choice, but she expressed optimism that an answer will reveal itself in due course. Minerva–King Roderick’s widow and herself a powerful and respected Maiden of the Forest–was Sarah’s advocate during the debate, but it is not known if this signals friction between the former queen and Ygraine.
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BAY OF GNASHING TEETH
This enormous “bay” in the furthermost reaches of the frigid North Sea is actually a wide ocean channel separating Jotunheim from Duerheim. It is choked year-round with dangerous ice floes and deadly icebergs that smash ships to flinders and send their crews to the bottom of the cold sea. At the height of winter, however, the channel often freezes at the narrowest point between the two landmasses, forming a temporary span called Der Verlorn-Bruke (The Lost Bridge). It is during this time that Frost Jotuns cross the ice and raid into the dwarf-lands.
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BORLAND TERRITORIES
Click here to view the detailed description.
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CANTOR
Situated at the head of Lach Daep in Borland is a fortified town–the largest settlement in the territories–built on the site of ancient ruins. It is famous for its sewers and the labyrinthine tunnels beneath, which seem to be endless and ever-changing, and home to fearsome creatures. Many strange and valuable treasures have been brought out of the Catacombs of Cantor, but intrepid adventurers who enter are often never seen again.
There is a thriving adventuring industry here, including a reputable dealer of items found within the Catacombs and a market faire with quite an interesting reputation. Cantor also boasts a small gladiatorial arena, and fights are popular. The townsfolk have a fierce independent streak and a sizable number of them can best be described as having “odd” personalities. Citizens are generally tolerant of strange behavior (to a point), and minor violence in the streets is commonplace.
Cultural Equivalent: English/Welsh
Ruler: Lord Cantor
Post-TM: One of the oldest settlements in the Borderland Territories, the town of Cantor holds an important place in the history of taming this region. Once a remote outpost, the town thrived on those seeking fortune and glory in the strange ruins deep beneath the streets. New growth and immigrants from other parts of the Realm are boosting the town’s fortunes even further.
Lord Cantor stays busy solidifying his hold on his lands and building influence with other stewards, while simultaneously managing the in-fighting between his southern neighbors and repelling raids from Dame Buddica and her clan to the east.
He was always loyal to the king, but the remoteness of his lands once gave him a great deal of independence, which he relished. Now, however, the influx of new populations and the increased oversight by Realm factions causes him great consternation.
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CASTLE OF THE GOLD WREATH
In a wide natural clearing deep within Avondale Forest is a round tor, surrounded by a rushing, rock-strewn brook. This large hillock was once the scene of many rituals and ceremonies to the pagan gods, and it has a long and storied past. Upon this ancient sacred site sits the castle of Ordum Aureus Coronus–the Knights of the Gold Wreath–the king’s personal order.
The castle itself is very old and is said to have pre-dated Lord Gladwain’s time. Who built it, and why, is lost to antiquity, but the Gold Wreath Knights maintain the castle to the highest degree. Many speak of mysterious caves beneath the mound, huge underground grottos that some say lead to a subterranean realm. Others claim they are portals to the mystical lands of Arcadia.
The castle is made of immense granite blocks, weathered and worn by the elements, yet still sturdy and strong. It is square and tall, a solid monolithic structure with no interior courtyards or open spaces. Each corner of the castle is aligned with a compass point, and is capped with a smaller square tower rising above the trees.
The order has always been fanatically loyal to the Wreath King, but their affiliation with the Maidens of Avondale is nearly as strong. One elite sect of the order–Militus Faeum ("Warriors of the Fey")–is charged with protecting the priestesses, and they are quite distinctive in appearance. They typically wear studded armor or mail instead of heavier plate armor, and their garb is ornamental. Each member of the sect chooses a guardian animal, and that motif defines the look and details of their armor and clothing. They wield natural magic, but the sect's peculiar ways are unknown to outsiders, even to those within the order proper.
The remaining majority of the knights are fairly typical in appearance and tactics as other orders, although they are of the highest caliber and filled with great pride and honor. The king is their titular leader, but he is also considered a fellow disciple. Caedmon is the order’s patron saint.
Cultural Equivalent: Celtic/Welsh with Sylvan influences
Ruler: Knight-General, Andronicus Staghelm
Post-TM: Most of the Gold Wreath Knights have withdrawn to their castle in the wake of the kings’ death. Their views and plans remain shrouded in secrecy, but they face an obvious existential crisis. If a new king is established, it would be acceptable, from a chivalric perspective, to swear fealty to a new bloodline in the spirit of keeping the “idea” of the Wreath-King alive. If the crown is disbanded, however, they would become knights without a purpose, “black” knights with no livery and no master. Of note, when Ygraine and her priestesses attended the Third Banner Council, she was accompanied by Lord Staghelm and a contingent of Fey Knights, but since then, no sign of them has been seen.
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CASTLE OF THE MORNING STAR
At the easternmost point of the Realm, on a cliff overlooking the becalmed waters of the Sea of Elucidar, sits the citadel of Ordum Elucidarum–the Order of Elucidar. They usually refer to themselves as the Knights of the Morning Star, however. The site of the castle is said to be where ships bearing the few survivors of the sinking of the Auldic capital of Elucidar finally landed after several harrowing weeks adrift. The light of each new day first strikes the Realm at this very spot.
The castle is comprised of a tall, three-sided tower, surrounded by a cluster of six similar towers of varying height. The entire complex is encircled by an ancient ring of twelve megalithic standing stones. Each of the towers represents one of the major planetary bodies; the central tower–the shortest of the seven–represents the Earth while the remaining towers are analogous to the sun, the moon and each of the other five planetary bodies (see Primer Astrologia). By tradition, astronomical observation is one of the order’s principal duties, which has led to many strange and secret rituals.
The keep towers are made of dense grey stone, and the architecture is plain and unadorned. All doors and windows face eastward. The megaliths are connected by a steep earthen berm, bristling with sharpened stakes. Two bands of deep trench-works surround the entire ring, providing a difficult set of obstacles for an attacking force to overcome.
Each day, as the first rays of sunlight appear above the horizon and illuminate the top chamber of the highest tower, a long, low note is sounded on a tremendous bronze horn. This ritual is meant to symbolize a call to survivors of Elucidar to find their way to refuge.
The Knights of the Morning Star are a small monastic order, and they live austere lives of quiet contemplation. Their duty and purpose is shrouded in mystery, since they describe their rituals to no one. The Holy Church is suspicious of the order’s practices, and there have been past accusations of pagan heresy, charges flatly denied by the knights. Nevertheless, they find themselves somewhat ostracized from the rest of society. They often attract members with unorthodox views.
While they ostensibly serve the Duke of Woodcrosse, and by extension the Wreath-King, their solitary nature has meant they are only called upon during times of great emergency. Other than those situations, the knights remain largely cloistered in their towers and do not involve themselves in Realm politics.
Cultural Equivalent: French Cathars, Gnostics
Ruler: Knight-General Hugue de Molay, Illuminated Grand-Master of Elucidar
Post-TM: The order’s status puts themselves outside the normal ken of politics. During the war, the Knights of Elucidar rode in support of the king’s army against the undead hordes of the Covenant Necromancers. Their glimmering swords and sun-emblazoned shields proved mighty against the undead ranks, which melted before them as they sallied forth. Despite this, the knights were unable to prevent King Roderick Goldhelm from falling in battle, and this sense of failure has deeply affected them.
No one expects the knights to take a side in the current tensions, and they have been quiet observers of the political struggles engulfing the land. However, it is rumored that their guilt and regret over Roderick’s death may cause them to affirm their allegiance to the throne and Queen Sarah.
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CASTLE URSA
On an island in the middle of a small lake, in the heart of the Whiteoak Forest, sits the citadel of Ordum Ursus–the Knights of the Bear. The mostly-wooden castle is made of thick beams of white oak lumber, and its layout follows the lines of the island terrain in a very natural way. Trees grow within its walls, and the main structure is built around a central courtyard at the peak of the island.
Here, an enormous white oak tree stands as it has for centuries, its tremendous canopy shrouding the entire castle. The fortification’s towers rise up through the branches, some of which are wide and sturdy enough to serve as gantries, enabling soldiers to run from tower-to-tower across the high boughs of the tree.
The order serves the Duke of Riversmouth, as they served the lord of these lands in centuries past. Like all knight orders, the Order of the Bear has its roots as a band of tribal warriors, but the Ursas have a particularly strong affinity for their pagan past, rivaled only by the Order of the Gold Wreath.
Their name comes from identification with the zodiac constellation of Ursus the Bear–the mighty mythological prey of Orion the Hunter, the god-king of the ancient Auldic Empire and the template for the Wreath-King. Honored knights wear helms adorned with bear-head pelts, badges of great prestige among the order’s members. Instead of a contingent of holy priests to aid them, the Knights of the Bear rely on astrologers to protect the order and chart Ursus' course (and that of the other constellations) across the night sky to guide their activities. This vexes the Holy Pontiff in Kingscastle to no end.
Cultural Equivalent: Old English (with a touch of Welsh)
Ruler: Knight-General, Beornard Galloway (BAY-or-nard GOWEL-uh-way)
Post-TM: Like many orders, the Ursas are deeply conflicted about the current situation. Many have decided to reinforce their fealty to the duke in the absence of a kingly successor, while others abandoned the order and became free-lances. Some remain loyal to the throne, and support the queen until the question of succession can be resolved. Lord Galloway is a friend and ally of Duke Lancaster and supports his current position of sustained allegiance, but with an eye to independence if the succession can not be quickly worked out.
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CWM CANNANDR
(KOOM KANN-ehn-duhr)
The famous epic poem that details the tragic end of the Auldic Empire claims that “Sturdy Cwm Cannandr” was “swallowed by the mountains.” The location of this mythical city was hidden until just a few years ago, when the ruins were discovered buried deep beneath the High Hedge Mountains by the renowned adventuring guild, the Deepdelvers of Riversmouth.
By royal decree, this area is off-limits to all save the Deepdelvers, who have a writ of exploration signed by King Roderick. The ruins are only accessed via a narrow, hazardous gorge, which is well-protected by a sturdy watchtower, built by command of the king. A detachment of soldiers guards the site from outsiders and only the guild’s members are allowed to foray within.
Wondrous treasures as well as works of ancient art and lost knowledge from antiquity have been recovered from its buried chambers, but the ruins are also filled with a host of terrible creatures most foul and profane, that set upon intruders and deliver horrible death. The guild has lost a number of its accomplished members during the exploration, a chief reason for the king limiting those who may enter the area.
Post-TM: With King Roderick’s death, some freelance adventurers have begun questioning the Deepdelver’s exclusivity to the ruins. There have been recent infiltrations of the area, in defiance of the king’s writ, and the guild is having to resort to extraordinary lengths to keep “their” find safe from treasure-hunters, plunderers, and thieves.
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DRAGAHALLA
(DRAW-guh-HAWL-uh)
The Hall of the Dragon is the “capital” of the lands of the Northmen and seat of the High King of Njord. The city is the home of the governing council, called the Thing (pronounced “ting”), and it consists of orderly rows of wooden longhouses, granaries, steam-lodges, and sod-roofed, cairn-like huts, some quite large and spacious. The city straddles the steep slopes of a fjord where the deep inlet meets the sea. It rests atop a massive field of thermal springs, shrouding the settlement in a perpetual cloud of fog.
Cultural Equivalent: Norse/Scandinavian
Ruler: High King Harald Hjalfsson the Venerable (HARE-uhld HYUHLF-sun)
The wizened old king’s health has slowly deteriorated over the years. He is now thin and pale, and his wispy beard trickles down to the buckle of his belt. King Harald is attended by three of his grandsons, who serve as both guards and trusted advisers. He has difficulty speaking, but his words are rich and flowery–easily the match of any poet or skald–and he can be quite persuasive when his passion is aroused.
Post-TM: The Thing has always been a loose congress of clan leaders who elect the High King, a largely ceremonial arbiter of disputes. The council is fractured and weak, incapable of governing, and the chaos has revived old clan rivalries, some breaking out into open conflict. Surrounded by enemies and cut off from allies, King Harald has become indecisive and unsure, retreating to solitude as his kingdom crumbles around him.
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DUCHY OF HIGHBLUFF
The highlands of the Realm are sparse, rolling grass plains, broken up by patches of rocky hills and tall stands of cedar and ash. The territory is rugged but fertile, and clans of hearty men farm the land and tend their herds. The weather is generally cold and wet, and vast fog banks often descend from the mountains to blanket the plains.
Highland warriors wear patterned kilts representing their clan affiliations, and they are known to enter battle bare-chested and painted or covered with mud according to their family tradition. They are fierce soldiers who have not quite adapted to the formalized battle practices of the Realm, but instead use their ferocity and undisciplined, often reckless tactics to “shock” enemy forces into submission.
Cultural Equivalent: Scottish
Ruler: Duke Angus macHadden
The duke is a huge tree of a man, with the size and bearing of a young aesir male. He has fiery red hair and a thick beard, unkempt and flecked with bits of grass and food. He wears a tartan kilt with an elaborate belt, and a simple jerkin. Strapped on his back is a beautiful broad sword (he is the only duke to openly wear a weapon). Despite his fierce appearance, he is a jolly man and friendly. Duke Angus can be loud and boisterous, and often crude, but he is well-liked by his men and by his peers. In battle, his prowess is legendary.
Capital: Highbluff
Post-TM: It’s well known that the duke is unhappy serving a woman, but Sarah’s shrewd deals at the Third Banner Council seem to have staved off any revolt from the highlanders. He shows little taste for independent status either since the remoteness of his lands makes it unlikely that he would hold nearly as much power or influence that he does as a duke. Without the allied support of the crown and the other dukes, he would have also difficulty securing much of his territory.
Therefore, The Red Duke has settled into a grudging acceptance of the current situation, but he is quite vocal about the need to settle the succession issue soon. As part of his deal with Queen Sarah, he received permission to pacify parts of Gaelt (if he can). He hopes to secure a clear trade route to Londinium and Njord beyond, to bypass the North Sea, which is under the control of the fleets of Duerheim. This would mean large expansions of the duke’s holdings; however, his actions violate centuries-old pacts and treaties with the Gaelts, which has that barbarian folk in quite an uproar.
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DUCHY OF LANDSEND
(LANZ-end)
Bound to the north and west by snow-capped mountain ranges, the hinterlands of the northwestern Realm are verdant and well-populated, dotted with tall hills, lush valleys, and deep copses of pine and fir trees. Cozy little villages dot the countryside, and the people are productive and generally happy, although recent tidings have diminished that somewhat.
The common folk are sober and practical, hard-working, and somewhat cautious of outsiders, but hospitable to guests. They are regionally proud, and less concerned with their status in the greater kingdom. Landsenders typically view their allegiance to the Wreath-King simply as the most practical choice.
During the recent skirmish with Duerheim, the Duke of Landsend and his family were caught fleeing the capital by sea, and their vessel was set upon by a dwarf warship and sunk. Some aggressive political maneuvering brought a little-known burgomaster (a local count) to the ducal seat of power, and he immediately sued for peace with the dwarves.
Cultural Equivalent: Germanic
Ruler: Duke Odgar Edmundson
The duke is a corpulent, poorly-mannered brute with a gluttonous appetite for food and entertainment. He still wears the garments of a country squire–a simple heavy tunic over stockings, and unpolished cobbled leather shoes. However, he has taken to wearing a jeweled bronze and silver crown as a station of honor, which contrasts wildly with the rest of his attire. He is loud and crass, but politically astute and an expert on the realm law. Many political foes have shrugged Edmundson off as an ignorant thug, but his keen mind and ruthless tactics have bested them all.
Capital: Landsend
Post-TM: Duke Edmundson is an unpopular regent who has nevertheless tapped into the simmering resentment of the peasantry to consolidate his power. He openly supports independence for his lands and the freedom to maneuver and negotiate on his own, and he has forged closer ties to Duerheim. Rumors abound that the count, formerly one of the former duke’s advisers, betrayed his lord and informed the dwarves of the noble’s escape attempt.
His off-putting personality and seeming capitulation to Dwarf King Svartsturm have embittered his fellow dukes towards him. His sometimes-crazy rants against the power of the throne and the illegitimacy of Queen Sarah appeal to the peasantry on a nationalistic level, as a way to assert traditional values against the wealthier, more cosmopolitan duchies to the south.
Edmundson’s treaties with the dwarves have brought some controversies, though, as large factories and industrial mining operations have been erected throughout the mountains, and an influx of dwarf laborers has strained local resources. The dwarves have also taken over “management” of Dungarin’s Bridge and now aggressively tax merchant trains crossing it.
Those issues, combined with Duerheim’s veritable naval blockade of the North Sea, and their incursions into the peaceful region of Gnomevale are creating a growing backlash against some of Edmundson’s policies. However, the only public display of protest so far was violently quashed by the duke’s men, and his political opponents have gone silent.
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DUCHY OF NORTH KINGSCASTLE
These lands are the personal domain of the Wreath King. This diamond-shaped region is bounded by the northern fringes of Avondale Forest and by the southern shores of Lac Glimmere. Its distinctive shape and position at the center of the Realm suggest a heart, and explains why this symbol is part of the Goldhelm livery.
There are three distinct areas within the duchy, the great lake to the south, the plains and hills of the middle lands, and the deep, sylvan forest to the north. The duchy incorporates the entire area of the lake, and vessels from all parts of the Realm ply its waters. Despite their location, the middle plains are sparsely populated, a deliberate effort to keep the king’s lands pristine, in honor of its pagan roots. Avondale is off-limits to most Realm citizens and outsiders alike, and there are virtually no settlements within its borders.
Cultural Equivalent: Anglo-Saxon with Celtic/Welsh influences
Ruler: Her Royal Majesty, Queen Sarah Windham-Goldhelm, the Duchess of Kingscastle
Just prior to the tragic end of the war, Sarah was merely the Duchess of South Kingscastle. But with the sudden ascension of her husband Duke Alexander Goldhelm to the throne of the Wreath-King, and his just-as-sudden death, the reluctant queen now holds lordship over these lands. She is a lovely young woman of 26 years who, with the deaths of successive kings and no clear heir to the throne, has been thrust into the center of a political, military, and religious maelstrom.
Capital: Kingscastle
Post-TM: Under great pressure from the dukes, the Holy Church, and the Maidens of Avondale, Queen Sarah feels the weight of all this turmoil resting heavily upon her shoulders. The rigors of her office have dulled her beauty somewhat. Once a happy, charismatic lady-of-the-court, she now shuns the company of others. During public functions, her demeanor has turned stern and serious.
The under-developed duchy has always relied upon resources from the dukes’ collective royal tribute, their contribution to the unity of the Realm. In recent years, however, the tributes have dwindled as the dukes face their own internal challenges and maneuver to gain political advantage over their fellows. This has caused a major weakening of the throne, and Sarah can only watch helplessly as the royal treasury is steadily emptied to meet her obligations. The future of the region is in question, as the dukes begin exerting some control over the territory’s margins and the queen’s sphere of control diminishes.
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DUCHY OF RIVERSMOUTH
(RIVERS-muth)
Stretching from the western coast to deep within the middle-lands, this territory is dominated by the vast Whiteoak Forest, one of the most beautiful regions in the entire Realm. The duchy’s fertile plains are fed by tributaries from the mighty King’s River, and its many farming communities thrive.
Timber settlements throughout the forest likewise generate bountiful supplies of high-quality lumber. Adding to the prosperity of these lands are abundant ore stocks from the foothills of the High Hedge Mountains, although wild creatures roam this area, making mining dangerous. The duchy’s large population is made up mostly of hard-working, industrious people who tend to stay closely-tied to their home territory.
Cultural Equivalent: Old English/Welsh
Ruler: Duke Yeobert Lancaster (YO-bare LANK-uh-stir)
While not an unfriendly man, Duke Lancaster is sober and serious–all business and bottom line. With the wealth suddenly flowing into his treasury after the war, he has taken to wearing fine garments, and his fingers are bedecked with lavish rings.
Capital: Riversmouth
Post-TM: Duke Lancaster favors independence from the throne because his coffers are swelling now that his navy, which escaped the war virtually unscathed, is being called upon to make up for the devastated navies of Sheval and Swordgate. However, he expresses great respect for the history and traditions of the crown, and has agreed to stay loyal to Sarah until the succession question can be worked out. He is publicly impatient however, and wants the question resolved soon.
This situation is not only generating a lot of tax revenues for him, but the region’s products are now reaching distant markets once dominated by the other naval powers. This has caused a bit of tension with his fellow dukes, particularly d’Argent of Sheval.
Another point of controversy is the appearance of Riversmouth military barges patrolling the eastern part of the King’s River that passes between the Duchies of North and South Kingscastle, and even into the southern parts of Lac Glimmere, which are traditionally royal lands. There have been several near-incidents between Lancaster’s ships and those of the Royal Navy.
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DUCHY OF WOODCROSSE
By far the smallest of the duchies, Woodcrosse is squeezed into a tight parcel of the eastern Realm. When Caedmon I was crowned, the enigmatic high elves of Sidhelankh gave twelve elf-maidens as brides for twelve human lords; each of the maidens was from a different clan and represented a discipline of elven culture and daily life. The offspring of those couplings became the twelve half-elf clans who came to settle in the region.
Their presence remains a powerful influence in the modern Realm, although there are always questions about their true allegiance and motives, particularly given the advanced age to which most of them live. The duchy is nestled in the fertile plains between the forest of Avondale to the west and the fey wilderness of Sidhelankh to the east.
In ancient pre-history, the two sylvan forests were connected across these lands, but over the millennia came to be separated. The “valley” between the two forests is rich and fertile land, abundant with growth. The duchy is sparsely populated, but much of its power and influence comes from its role as the gateway to Sidhelankh, the only route of interaction between the Realm and the unseen society of high elves who dwell there.
Cultural Equivalent: Celtic/Welsh with HEAVY Sylvan influence
Ruler: Aelbrecht Gwaenglaine (ell-BREKT GWEN-glayn)
Duke Gwaenglaine is a tall, slender half-elf with chestnut hair and a trim beard. His long hair hangs to the small of his back, but the lower half is braided and interwoven with strands of gold and platinum wire. His long, lean face is usually expressionless when discussing business, but he is more animated and gregarious in social situations. He wears fine ducal robes of green and gold, with shimmering sammite sleeves. On official occasions, he dons a tall, mitre-like headpiece and a long cloak of golden foxfur. He is a guarded man, but friendly, intelligent, and highly-cultured.
Capital: Woodcrosse
Post-TM: At the Third Banner Council, Duke Gwaenglaine openly supported independence at first. His desire for closer ties to Sidhelankh is well-known, and he wanted the freedom to maneuver and negotiate on his own. However, as the council progressed, amidst rumors of a secret deal with Queen Sarah, he shifted his support toward selecting a new king. In the end, he accepted Sarah as regent until an order of succession can be determined.
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DUERHEIM
(DOO-uhr-hyme)
At the heart of the vast, mountainous homeland of the Duervolk–the race of dwarves–is a massive volcano called Sevakarun. It lies at the head of Arnloch (ARN-lock) "Iron Lake," the cold depths of which empty into the winding gorge of the River Gaengar (GAYN-gar) "Foam-Froth". The river rushes to the sea, plunging over the falls of Moradkleft (MOHR-odd-KLEFT) "Cleave of Moradin," between the rocky outcroppings known as the Brodalt-Pfeilern (BROHD-alt-FY-lern) "Pillars of Brod the Ancient," named for a Dwarf King from antiquity. Rising from the sea just below the falls is the island fortress of Harkarabad (HAR-kare-UH-bahd) "Hidden Fortress," Duerheim’s only port-of-call.
A marvelous iron steam train runs along the steep gorge walls, ferrying supplies and travelers to and from the capital city built within the volcanic crater. The train is an enormous iron engine that pulls a caravan of covered coaches behind it, traveling through the mountains on metal tracks. Tunnels carved through solid stone and massive iron trestles circumvent many mountain hazards. It passes through many dwarf settlements carved into the walls of the gorge, and turns an otherwise arduous journey of many weeks into a mere eight-day, effortless trip. There are two sets of tracks on either side of the gorge, and there is always one train coming and one going; if one set of tracks is ever damaged, the other can keep the route open until repairs can be made.
To the northeast is a foreboding region of glacier fields nestled between lines of jagged mountain peaks known as the Vereisentopf ("Frozen Cauldron"), so-named for the thermal geysers and pools of scalding water found there. To the northeast, the landmass of Duerheim is separated from Jotunheim by the Bay of Gnashing Teeth. However, the sea freezes during the winter, forming a bridge of sea-ice known as the Verlorn-Brucke ("Lost Bridge"). Jotun raiders cross this ice-bridge into northern Duerheim, to plunder remote dwarf settlements. To the far north, the mountains give way to a vast icepack, a frozen wasteland that swallows up all who venture out into it. This region is unsettled and completely inhospitable.
Along the south-western coast, the mountainous terrain sloughs off into a rocky region of broken hills and peat-covered tarns called Shaledârün (SHALL-uh-DUH-roon) "Halls of the Hills." Here dwells a hearty clan of surface-dwelling dwarf fishermen. These hill cousins to the mountain-dwelling Duervolk have a slightly more gregarious manner and free-wheeling spirit than their northern kin, more like the Njordic Duer clans known as the Dvorge (D-vorj).
Cultural Equivalent: Germanic/Norse
Ruler: King Svartstürm Stonfaust (ZVART-sturm SHTOWN-fowst) "Black-Storm Stone-Fist"
Prior to the Third Goblin War, Duerheim was ruled by Durne Stonfaust (“Stone-Fist”) (DERN SHTOWN-fowst), a wise and venerable warrior. For many centuries, the dwarves lived in peace with their human neighbors to the south, while waging the occasional war against the giants of Jotunheim when hostilities flared. King Stonfaust had three sons–Svartstürm, his first-born, the despised and troubled prince; Ulric, his second son and Svartstürm’s superior in every way except order of birth; and his adopted son, Derek, a human knight from the Empire of Iron and Ash.
Derek was part of a garrison of imperial troops deployed to Jotunhalla to assist the Hill Giant Jarl an ally of the Iron Emperor. He and his men accompanied a jotun raid into Shaledârün, but they were ambushed there by the hill dwarf clans and wiped out. All except Derek, who was seriously wounded and captured by the dwarves. He came to the attention of King Stonfaust, and surprisingly, the two befriended each other. Always a reluctant Knight of the Empire, Derek ultimately rejected the evil beliefs under which he had previously lived, and embraced the warrior ethos of the dwarves. The king later adopted Derek as a son, but his potential role as an “heir” to the dwarf throne was met with much controversy.
In the year 684, Derek was convinced by priests of the Abathor rune cult into launching a quest to reclaim the ancient dwarven stronghold of Dünderberg, long-lost beneath a distant peak in the southern realm of the Wreath King. Derek’s ill-advised quest angered King Stonfaust and strained the relationship between Duerheim and the Realm, to the point that hostilities broke out between the two former allies. These events led directly to the opening of Thunder Mountain, and coincided with the imperial invasion of the Borderlands.
In 685, a year before the war, King Stonfaust fell gravely ill. It was said that he was utterly despondent over Derek’s actions, but many now believe there was a more sinister cause. In any case, Prince Svartstürm exerted his birthright and took command of the throne. As King Stonfaust’s condition worsened, Svartstürm’s power grew.
He began purging the Rune Council and setting up his own priests and officials in positions of power. He ordered Ulric arrested, but the younger prince escaped and fled to the Realm to link up with Derek. In a few short months, King Stonfaust was dead, and the crown of the Duervolk was placed upon Svartstürm’s head. Thus, his brutal reign began.
Svartstürm was cold and ruthless as a prince, but since becoming king, his mood has worsened, and he is now paranoid and murderous. He is shorter than most dwarf males, with a slight hunch and a club-foot. He is bald, but his tight face bears a bushy black beard. His piercing green eyes are unnerving, and only the strongest of wills can hold with his stare for long.
His forehead bears the rune stigmata of those unfortunate enough to be born in the cursed winter month of Arnbane. He knows full well that his father intended to pass him over and name his younger brother Prince Ulric as successor instead, so he uses his newly-usurped power with an eye towards revenge against everything for which his father stood.
He is deeply unpopular, but his cadre is brutal and efficient, and he has silenced most of his critics and political opponents. He is widely believed to have murdered his father to seize the throne, even though there is no real evidence of such a crime, and priestly divinations have revealed no such plot. He has declared war on Ulric, who is now Lord of the Mountain under Dünderberg, far away in the southern Realm, and against the Realm itself for sheltering an “enemy of Sevakarun.” He has ordered his ships to blockade Realm shipping into the North Sea, save for a special trade pact he has made with the Duke of Landsend.
Capital: Sevakarun
Post-TM: Since the suspicious death of the former Dwarf King, Durne Stonfaust, the kingdom under Svartstürm has abandoned its traditional allies and turned to new partners, the hill giants of Jotunheim.
Belching columns of smoke and ash, scores of factory towns crank out brutal machines of war to supply the giants. Dwarf-crafted armor and weapons, including crude versions of their precious cannons, are now finding their way south into the contraband-markets of Swordgate and Grohluk.
Many refugees from Svartsturm’s brutal reign have fled the clutches of his secret police and made their way south, to Dünderberg. Duerheim’s relations with the Realm are virtually non-existent, although Svartsturm wields much influence with the Duke of Landsend.
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DUNGARIN'S BRIDGE
Built by dwarves in the distant past, under the guidance of the master architect for whom it is named, the bridge was constructed as a gift from the Dwarf King to the lord of these lands in the days before the coming of the Wreath-King. The bridge spans a wide sea channel from the mainland to the island of Fsd-Frgth. It is a wide causeway of cobbled stone, resting upon massive stone pillars that plunge into the roiling waters a hundred feet below.
Built into the structure at the center of the span is a small town called Mittweg (MITT-vayg), or "mid-way" in the dwarf tongue, which has been expanded with additional construction over the years. The bridge is a marvel of engineering and scale, despite its great age, and has withstood bitter storms and lashing waves throughout its history.
During the conflict with Duerheim, dwarf warships pounded travelers on the bridge with withering artillery, yet the structure resisted the destructive damage of the cannons.
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GAELT
(GELLt)
The Gryphon Mountains slope off into a wide flat plain that descends to the North Sea. The plain is rich and loamy, covered in peat moss and small, ground-clinging shrubs. Many low-lying areas frequently turn boggy and impassable, and incautious travelers can quickly find themselves caught in one of these muddy traps. In the eastern reaches, brushing up against the foothills of the mountains, is a tangle of tall shrubs and hedges, less a forest than a morass of dense foliage.
The whole of Gaelt is perpetually cold and damp, and seemingly uninhabited. However, dwelling in this rugged land are a mysterious tribe of men known as the Gaelts, a nature-worshiping people deeply immersed in the old pagan ways. Some dwell in vulnerable fishing villages along the pebble-strewn coastline; most, however, live inland, in hidden underground enclaves, accessed by networks of secret tunnels.
They are rarely seen except in the trading post of Londinium, and they can be unforgiving to intruders who stumble across one of their hidden settlements. The land of Gaelt is littered with odd ruins, huge megalithic structures half-sunk into the loose ground that hint at an advanced culture out of antiquity, but one which doesn’t seem related to the Auldic Empire of yore. Scholars flock to Londinium to study these strange ruins, but are often chased away by the Gaelts who still use the ruins as temples for their worship.
Cultural Equivalent: Celtic/Pictish
Ruler: Unknown, although Gaeltic society is said to be matriarchal. Scholars believe that the Gaelts live in a loose confederation of clans, under the guidance of a queen and her council of advisers, similar to how the North-men govern themselves.
Capital: Unknown, although there is rumored to be a marvelous Gaeltic city (or realm) known as Tir na Nog (TEER-nuh-nog), which exists far below the earth in a deep cavern.
Post-TM: The Gaeltic people are largely unaffected by events in the Realm. However, the recent incursions by the Duke of Highbluff into the eastern parts of their lands have riled many of the Gaeltic clans, and anxiety among the mixed population of Londinium is rising as tensions build.
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GAUNTLET CASTLE
This famous citadel, called Caer-Guln (kayr-GULL-in) in the tongue of the native Borlanders, is built atop a tall pillar of a mountain. At the base of the mountain is a fortified trade town called Far Keep that serves largely as a logistics depot for the remote castle and its armies. Outside the keep walls is a large tent camp–an ever-changing “village” of migrant laborers, touring entertainers, ale peddlers, and wandering prostitutes–where the soldiers seek recreation.
Gauntlet Castle is the home of Ordum Manus Loricatum, the Knight Order of the Gauntlet. It is the Realm’s main point of defense against incursions by desert raiders from the Empire of Iron and Ash. The castle watches over the Valley of Fog, and regular patrols sniff out signs of unwanted invaders.
The castle is reached by a narrow and twisting road that leads from Far Keep up the mountain slope, a perilous path within artillery range of the castle’s siege defenses. It is an enormous structure with a commanding view of the countryside for dozens of miles in every direction. The outer defenses consist of two rings of crenelated walls anchored by round towers at regular intervals, twelve on the outer ring and seven on the inner ring. Three ramps connect the outer ring to the inner.
The central area of the inner ring is the citadel proper, a large circular tower, 90’high. It has three layers, each successively smaller in diameter, one stacked upon the other. The first tower layer is 30’ high, the second is 40’, while the third is 20’. A large church and a sanctum are attached to the citadel as well, along with full contingents of priests and magisters. The castle is home to several thousand soldiers and cavalry, along with the knight order and their forces, plus the attendant legion of craftsmen, laborers, teamsters, quartermasters, and specialists that make an army run.
An ancient Auldic-era highway runs south from the Haunted City of Glimmere and actually passes through the center of the mountain, emerging on the other side and continuing on to some long-forgotten southern destination. But there is no tunnel or passage connecting the segments of road–it merely runs right up to the cliff face on the northern side and then resumes on the southern side.
Legend has it that as Emperor Nessus fled Glimmere towards the Citadel of Architenethes, he traveled along this road. To stop him, the archangels dropped a mountain on the mad emperor, and Gauntlet Castle sits atop the shattered remains of that event.
Cultural Equivalent: English (with Crusader-era overtones)
Ruler: Lord Knight-General Nigel Harrier – Knight of the Crown and Steward of the Realm
Post-TM: General Harrier became Lord of Gauntlet Castle after his predecessor fell in the closing battle of the recent war. He is a famous hero of the Realm, and has the admiration and complete loyalty of his men. Since taking lordship of the castle and the surrounding fief, he has begun attracting many troops and mercenary forces.
Harrier’s fief is resource-poor, however, due to the rugged, barren nature of the land. There are few edible plants to the south and east of the castle, and the rolling plains of dry grass to the north are not suitable for livestock. He does have copious amounts of ore, as the barren hills around the castle yield enormous deposits of stone, iron, and copper, with the occasional lode of precious metal or stone.
He has split his fief in half and sub-divided the northern half into three smaller fiefs, one for each of his sons. He has begun dealing with some of the local Borland lords to secure the resources he requires. The vast stores he is amassing and rumors of a “Grand Plan” are raising eyebrows (and questions) all the way to the courts of Kingscastle.
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GNOMEVALE
Virtually cut off from the rest of the Realm, this curious little territory is nestled between towering sea cliffs to the west and the High Hedge Mountains to the east and south. Like Gaelt, it is a sovereign territory unto itself, although the Wreath-King has traditionally felt a responsibility for the safety of its peaceful denizens.
It is a pastoral region, grassy and fertile, and covered with a thin layer of forest canopy. The mountains yield copious ore, and there is more than enough food and timber to meet the needs of the relatively small population that dwells there. The gnomes of the vale appear as diminutive dwarves, but their actions and nature more closely resemble the faerie folk of Sidhelankh.
Master tinkerers, these craftsmen build intricate devices of sometimes ridiculous scale to accomplish the most trivial of tasks. The ingenuity and engineering of their devices is unmatched, even by the industrious dwarves. While the gnome-folk are jolly and have great love for good food and drink, a strange cloud of random chance seems to follow them. If something is likely to break, go missing, or go awry, the presence of a gnome makes it almost certain that it will. For this reason, and because their fun-loving personalities tend to go to the extremes, the gnomes are largely shunned, and their isolation here is the result.
Cultural Equivalent: English/Germanic (with a strong Sylvan influence)
Ruler: The gnomes have a king, but the individual occupying that seat varies from day-to-day. Essentially, the king is whoever gets to the King’s Hall after dawn and sits in the throne first. For the rest of the day (until dawn of the next day), that person is invested with rulership of the region.
This leads to understandably chaotic circumstances and is a diplomatic nightmare for those seeking business with the vale. Surprisingly, though, this political system never results in violence. Much of that is due to the fact that most gnomes don’t see the need for a leader, and there is rarely a rush to occupy the stool. Some days, the vale goes leaderless until after the noon hour, when someone finally decides to have a sit.
Capital: There is a small hut in the dead center of the region known as the King’s Hall. Inside the tiny, one-room building is a wobbly footstool known as the King’s Throne. It is from here that the Gnome King (for the day) conducts business and issues edicts. Other gnomish communities are spread out across the region, typically in underground dwellings of limited size, often just one large family or a cluster of several families. There are quite a number of gnome villages with a population of ‘one.’
Post-TM: Troubled times have come to Gnomevale. Dwarf mining towns have sprung up throughout the northern branch of the High Hedge Mountains, and the agents of Duerheim have made their way into the valley of the gnome-folk. The dwarves have begun plundering the region’s ore and timber supplies, and have seized the denizens’ crafty technology, forcing gnomish engineers to augment their own cruder machines. Helpless and without allies or protection, the gnomes are at the mercy of the dwarf overseers.
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GREAT SALT MARSH
Much of the eastern edge of Borland is covered by a vast and treacherous swamp filled with muddy bogs, dense thickets of mossy cypress trees and saw grass, and dangerous creatures of all sizes and appetites. It is also known as Boeg-Baethel (BOAG-bethul) in the tongue of native Borlanders.
The rivulets that criss-cross the marshes are a briny mix of fresh water and ocean water from the Sea of Elucidar. This territory touches the lands of four different lords; however, it remains largely undesignated on official maps, with most fief borders trailing off at the marsh’s edge without defining actual boundaries or indicating which lords hold dominion over it.
Logic suggests that existing borders would extend straight on to the sea, but the king’s wishes were not explicit prior to his death (see Bor’land Territories for details). The rebel Borlander chieftain Dame Buddica and her clan dwell in the northern part of the marshes, launching frequent attacks against the fiefs of Lord Cantor and Lord Aelfaend. The southern reaches of the marsh are dangerous and uninhabited.
Cultural Equivalent: Welsh
Ruler: Dame Buddica (BOO-di-kuh)
Buddica is a large, matronly woman of middle age, with a mop of unruly, flame-red hair atop her head. She has amazing presence, which can be alternately disarming and motherly in one instance, and cold and terrifying in the next. She is a skilled warrior and is known for her decisiveness and willingness to take great gambles to win the day. Her followers call her Queen Buddica (although they do still consider Sarah to be High Queen...they simply have a disagreement with her).
Post-TM: Dame Buddica’s clan claims a direct lineage to survivors of the destruction of Elucidar. Prior to the war, their chieftain was a brave warrior named Prasutagus, and Buddica was his dutiful wife. The clan traditionally dwelt farther inland, living peacefully along the banks of the River Elucidar. The redrawn territories gave lordship over the clan’s lands to nobles from Woodcrosse, which did not sit well with the native Borlanders.
Prasutagus and his men began attacking Lord Aelfaend’s eastern encampments. The battles were terrible and many on both sides were killed, including Prasutagus. Buddica took over her husband's reign after defeating an armed rival and fellow clansman for the position, bare-handed.
The clan was driven out of their riverbank villages in reprisal for the attacks against Lord Aelfand, but Buddica remains defiant. She and her surviving kin fled into the Salt Marshes, dwelling there in hidden villages and making continued war against Aelfaend (and Cantor to a lesser degree). She claims ALL of the marshlands.
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GRYPHON CASTLE
This is the citadel of Ordum Gryphus, the Order of the Gryphon. It is a stark, buttress-like castle built of carved granite blocks. It clings to the top of a high cliff at the ridge line, accessed only by a narrow and treacherous road. Its tallest tower looks over the ridge, into the northern land of Gaelt.
The sheer cliff plummets to a grassy slope far below, which gently flows south into the rolling hills of northern Landsend. On the cliff-side of the castle is a huge rookery, where the majestic gryphons nest. These creatures have formed a tight bond with the men of this order, for reasons unknown. Every few years, a small group of chosen disciples of the order are presented to the gryphons in the rookery, and the young gryphons who are newly capable of bearing a rider each choose one of the knight errant.
They allow themselves to be ridden into battle by their chosen knight, and the creatures’ ferocity in defending their rider is legendary. When an individual knight is lost, his gryphon will refuse to accept a new one, and within a short time, it leaves the rookery, never to be seen again. The rookery is also from where the knights take flight and land.
The knight order itself is small, a few hundred men at most, and of those only a few dozen actually ride gryphons into battle. They serve the Duke of Landsend, although there is conflict in the current relationship. Common tactics for this strange fighting force include transporting large baskets filled with troops deep behind enemy lines, and diving at opposing formations. As it swoops and dives, the gryphon’s piercing roar causes enemy soldiers to break ranks and flee in panic.
Cultural Equivalent: Anglo-Saxon/English
Ruler: Knight-General, Lucien Sparhawk
Post-TM: The ascension of Odgar Edmundson to the ducal seat of power in Landsend has sparked a rift between the order and their traditional liege-lord. Duke Edmundson is a corrupt and uncouth lout, and his disdain for the lofty knights and their loyalty to the king is made worse by his contempt for Queen Sarah. This brings him into direct conflict with the knights, and they have responded by retreating from the duchy’s internal affairs and cloistering themselves within the walls of the castle.
They no longer receive visitors, nor have they responded to any of the summons sent by the duke. Unlike some of the other knight orders, none of the Gryphon Knights have abandoned their vows and gone free-lance. It is well-known that theirs is an almost monastic order, who look upon their interaction with these amazing creatures as a blessing of God. In many ways, their dedication to the welfare of the gryphons is stronger than their ties to either the duke or the king.
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GRYPHON MOUNTAINS
This line of jagged mountains is an impenetrable wall of spires and sharp cliffs. Powerful winds lash the peaks, forming strange currents and whorls that spin off and race down the slopes, making its narrow paths treacherous to cross. The only beasts known to navigate these turbulent winds are the legendary gryphons, massive half-eagle, half lions that are said to be earthly manifestations of the Heavenly Host, the servants of God.
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HARKARABAD
(HAHR-kehr-uh-BAHD)
The gateway to Duerheim, this island-fortress is home to the dwarf fleet, and it serves as the only point of trade with the outside world (since few outsiders are ever permitted to travel into the heart of the fatherland). The city and fortification are concealed beneath the rocky island, and sturdy watchtowers bristling with iron cannons pepper the cliffs, scanning the horizon for enemies. The city is reached via a treacherous sea cave entrance, through which only the most-skilled pilots can maneuver their longboats, riding in with the rushing tides.
Cultural Equivalent: Germanic/Norse
Ruler: Governor-General Kriegtrommel ("War Drum")
Post-TM: Harkarabad ("Hidden Fortress") is now the “point of the lance” aimed at the Realm. From here, the dwarf fleet prowls the North Sea and south into the Vast Western Sea, controlling the trade routes with harsh efficiency and dominating the hapless city of Landsend. The island-fortress is closed up tight, and few outsiders get in. Once a bustling and busy trade settlement, Harkarabad has been converted into a huge military barracks, now brimming with mail-clad warriors and festooned with black iron cannon emplacements.
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HIGHBLUFF, CITY OF
The capital of the Duchy of Highbluff sits atop a high mountain spur, looking out over the river valley far below. A winding narrow road leads to the city’s dizzying height, and any army would have tremendous difficulty mounting an effective siege.
The city is a fairly simple settlement, comprised mainly of wooden, utilitarian structures with little ornamentation. The Duke’s Hall is an exception, boasting elaborately carved stone pillars and architectural flourishes that cause it to stand out among its drab counterparts.
However, the true hidden richness of northern highland culture can be seen upon entering one of these structures. In stark contrast to the plain exteriors, the interiors of buildings are typically warm and inviting, and filled with works of folk-art, finely woven rugs and tapestries, and carved furniture of exquisite charm and beauty. Highlander feasts are plentiful, and their sense of hospitality is well-known throughout the Realm
Cultural Equivalent: Scottish
Ruler: Duke Angus macHadden (see Duchy of Highbluff)
Patron Saint: St. Lucius the Mighty (LOO-shus); this heroic saint is known to have spent much time in the highlands as he migrated southwards over his life. The highlanders relate well to Lucius’ penchant for action, his steadfastness, and his unbreakable will.
Post-TM: (see Duchy of Highbluff)
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HIGH HEDGE MOUNTAINS
This range of tall, snow-capped peaks nestles the setting sun as it sinks each day in the west. The mountains slope gently into flowing foothills above the flatlands below. The grass-covered slopes are home to grazing herds of wild goats and wily mountain lions in search of prey. There is said to be a race of hairy giants that prowl the peaks as well, but this story has never been verified.
The ruins of the ancient Auldic city of Cwn Cannandr–only recently discovered by adventurers from Riversmouth–are buried beneath the peaks here. The mountains also block off two regions of the western-most coast of the Realm, Gnomevale to the north and a wild coastal area to the south. This southerly area is a region of dense scrub and pastures of tall grass. The hunting in this region is plentiful, but strange beasts abound, and only the most skilled woodsmen survive here for long.
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JORMUNGANDR'S CRAW
JORE-munn-GAHN-duhrz KRAW)
This deep bay at the eastern end of the North Sea is a treacherous expanse of water that only the best sailors and strongest ships can navigate. Like the Bay of Gnashing Teeth, the choppy waters of the bay are filled with floes and floating chunks of ice that smash ships to bits. It is so named by the North-men because sailing into the bay is like traveling into the maw of the great dragon itself.
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JOTUNHEIM
(JOH-tuhn-HYME)
The race of jotuns dwells in this incredibly harsh and unforgiving land. Impassable mountains ring a vast glacier called Glajiar-Goss ("Great Glacier"), which is riddled with ice tunnels and yawning chasms, and interlaced with flowing rivulets of bone-chilling water.
The glacier is said to be a blanket, which the jotun’s sleeping god-king Ymir drew over him as he lay on his jagged bed to slumber. There are three distinct “breeds” of jotun: the wily and “civilized” hill giants; their more massive, less cultured cousins the mountain giants; and the savage and primitive frost jotuns who inhabit the glacier.
Njordic legends tell of a volcanic valley called Muspelheim (MUSS-pull-HYM) far, far to the north, across a wide plain of snow and ice, in which dwell a race of fire jotuns and their evil lord, Surtr (SUHR-tuhr). Beyond that lies the misty realm of Niflheim (NIFF-uhl-HYM), wherein the land falls away beneath the feet of travelers as they cross over the edge of the world and into the Aether. There dwell the devious cloud giants, who ambush the souls of fallen warriors making their way to Bifrost Bridge and the paradise of Valhalla beyond.
Cultural Equivalent: Norse
Ruler: Jarl Ugrum Hvalrbanarg (FHALLER-bann-ARG) ("Whale-killer")
This brute rules only the hill giants of the lowlands; the solitary mountain giants simply ignore him, and the frost jotuns recognize only their close clan affiliations and the authority of their elders. It is said that Ymir whispers his commands to the frost jotuns through the thick ice of the glacier under which he sleeps. Rumors of a frost jotun jarl likewise abound, but no name is known.
Capital: Jotunhalla ("Hall of the Hill Giant King")
This fortified lair is carved into the storm-ravaged, craggy cliffs of the southern coast. Within is a series of enormous caves and halls, home to representatives of the various hill giant clans as well as a large population of orcs, goblins, and dark men from Grohluk and the lands of the Iron Emperor. Of late, representatives from their new ally, Dwarf King Svartstürm, have set up a trade embassy, selling armor, weapons, and other goods. A thriving slave trade is conducted out of Jotunhalla.
Post-TM: The hill giants have become a force to be reckoned with throughout the north. In the past, the dwarf fleet kept the jotun ships in check, intercepting their trading vessels and slave ships and sinking their raiding vessels. Since Svartstürm became king and made an alliance with their jarl, hill giant ships now sail the North Sea with impunity, raiding Njord and Gaelt at will and transporting goods and slaves to and from Grohluk and the Empire of Iron and Ash.
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KHOSSAN MOUNTAINS
(KAWS-suhn)
These tall, ice-capped mountains separate the steppe lands of Khossa from the Duchy of Highbluff. On the western side, the mountains drop thousands of feet from the eastern plateau higher above. A rugged valley winds down from the Khossan plateau into the rolling highlands of the Realm far below.
A northern band of goblin-kin dwells among these mountains, but they generally burrow deep underground and rarely emerge to cause trouble except to those foolish enough to wander through their areas. They guard the valley vigorously though, and will usually attack anyone taking this route.
These northern goblins are smaller and hairier than the desert clans, and they have dark skin and wider, milky-white eyes. Their implements are cruder and they live far more primitively than their southern cousins. The men of the highlands call them “troglodytes” while the Khossak nomads refer to them as “kobolds.”
It is said that in the southernmost branch of the mountains is a bleak monastery high upon a frozen peak; within is rumored to be a high school of mysticism, where cloistered monks study the inner-most powers of the mind.
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KINGSCASTLE, CITY OF
Kingscastle, the largest city in the Realm, lies at the north tip of Lac Glimmere on a large island in the middle of the mouth of the Avon River. It is the seat of the Wreath-King’s throne, a sparkling city worthy of its namesake. Kingscastle is said to be built upon an ancient ruined shrine above a deep subterranean cave, in which lies a great and mystical source of power.
It is a large and prosperous city, and roads pass through it to all corners of the Realm. Several stout fortresses ring the city, connected by high walls. Within its walls, cobbled streets wind through leafy gardens and blocks of tidy buildings. The architecture is a curious blend of the various regions of the Realm, and there are many trees and greenswards. The city is a center of learning, art, music, fine craft, and trade, and it has always represented the zenith of human endeavor.
At its heart is the King’s Castle, long pennants snapping in the wind atop its many tall towers. To the northwest is the Noble District, wherein live the Realm’s elite, along with ambassadors from most nations in the known world. The massive lake port sees ships come in from the farthest lands, and the city is famous for its enormous open-air market district, filled with wonders and delights.
The city is also home to the Holy Church, with the Pontiff seated in the Grand Cathedral of Kingscastle. The entire church organization and all activities are directed from here. The cathedral is also the site of all royal weddings, funerals, and other ceremonies.
Cultural Equivalent: Medieval-to-Renaissance England with strong Celtic/Welsh influence
Ruler: Queen Sarah Windham-Goldhelm (see Duchy of North Kingscastle)
Patron Saint: St. Caedmon the Noble (KAD-muhn); for obvious reasons, the first Wreath-King in his incarnation as a Saint is the patron of the Realm’s capital.
Post-TM: The city has always been at the center of world affairs, but in recent years it has seen much of that influence diminished and spread out among the individual duchies (see also Duchy of North Kingscastle).
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LAC GLIMMERE
(LAHK-glim-MEER)
No other land feature in the Realm has as much significance as this incredibly deep body of water. Its waters are said to feed the oceans of the world, as five mighty rivers flow from it towards the compass points. Situated at the heart of the king’s demesne, it has seen innumerable historical moments, and legends surrounding its past and inhabitants are numerous.
The lake was witness to the archangels’ terrible wrath against Emperor Nessus as they sundered the ancient City of Glimmere. Many centuries later, at the lodge of Feologild Rex on the western banks of the lake, Gladwain the Wise proposed a Council of Banners to unite against common enemies, which led to the formation of the Realm. Caedmon, the first Wreath-King, was wrapped in sacred cloth upon his heroic death, placed aboard a longboat, and pushed into the misty twilight waters of the lake, where water nymphs bore his body into the mystical realm of Arcadia.
While the lake is deep and often turbulent, its waters are also rich and plentiful. To the north, Lac Glimmere is “crowned” by the City of Kingscastle, capital of the Realm. The Avon River flows north from here, through Avondale and the Gryphon Mountains, and into the lands of Gaelt where it finally empties into the North Sea at Londinium.
To the west, the King’s River flows to the Vast Western Sea, while the eastern River Elucidar empties into the Sea of Elucidar. At the southern tip of the lake, two rivers branch off; one is treacherous and rapid-filled, while the other plunges deep into the forbidden forest of Blackvale. Both eventually empty into the Southern Sea, but neither is useful for river-borne traffic.
The south-eastern shore is marred by broken cliffs, jagged shoals, and the perpetual storm that surrounds the haunted ruins of the City of Glimmere. No sane lake pilot plies his boat anywhere near these waters.
Post-TM: The lake makes up nearly the entire southern half of the Duchy of North Kingscastle, and its strategic waters have always been considered the indisputable province of the Wreath-King. However, since war’s end, naval vessels from Riversmouth have been seen patrolling the lake’s southern waters. Ostensibly to help secure peace in troubled times (according to Duke Lancaster), the presence of these military ships is seen by many as quite a provocative act, one which has so far gone unchallenged by Queen Sarah. There is also increased activity in the lake’s southern and southeastern corner, as immigration into Borland boosts trade.
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LACH DAEP
(LAHCH-dep)
Its name means “deep lake” in the native tongue of the Borlanders. No one can say for sure, but it is speculated that it is an enormous water-filled hole many fathoms deep. Legends tell of a strange guardian creature that dwells in the cold, black depths.
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LANDSEND, CITY OF
The capital of the Duchy of Landsend sits at the northernmost point of the Realm, perched on the western cliffs of a rocky island known in antiquity as Fsd-Frgth (foo-sid FUR-guth). The island is reached either by an ancient structure known as Dungarin’s Bridge or by sea, a more difficult voyage in recent years with the presence of the dwarf fleet prowling these waters.
The city is comprised of two levels, Upper Landsend, atop a high sea cliff, and the warehouse districts of Lower Landsend, which sits at sea level below. A winding ramp descends the cliff from the upper part of the city to the lower districts, both of which are surrounded by stout walls. The buildings are well-constructed of timber, stone and plaster, and roofed with thick wooden shingles.
The residents take a great deal of pride in their city. It is immaculately kept and draped with ivy, garlands, and flowers. Landsenders are known for their meticulous craftsmanship, and their well-developed folk arts.
Cultural Equivalent: Austrian/Swiss
Ruler: Duke Odgar Edmundson (see Duchy of Landsend)
Patron Saint: St. Penitus the Redeemer (PEH-nih-tuss); the particular devoutness with which the population of the north-west regards the Holy Church makes Penitus the appropriate patron of the city, particularly since it was he who redeemed the Church from the betrayal of his father.
Post-TM: The lower city was badly damaged during the war by dwarven bombardment, and since then, it has largely been taken over by dwarf merchants who have set up shop to transfer huge volumes of ore and laborers to and from Duerheim. This does not sit well with the city residents, but they are grudgingly forced to accept the situation because of their inability to do anything about it. In any case, public complaints are rare. Access to the docks is tightly controlled by dwarf warships which essentially surround the city (see Duchy of Landsend).
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LONDINIUM
(LUNN-dinn-ee-uhm)
This modest Realm outpost was first built nearly 200 years ago to conduct trade with the Gaelts and the North-men when winter freezes Jormungandr’s Craw, making Dragahalla unreachable by sea. It has been destroyed three times in its history, twice by jotuns and once by the Gaelts.
The native peoples seem to relish trade with outsiders, and their merchants prowl the market square buying and selling goods and materials. They are savvy hagglers and sharp traders, despite their seemingly primitive culture. A sore spot between the Realm and the Gaelts surrounds missionaries from the Holy Church, who are actively trying to convert the pagan Gaelts to the Divinity. The missionaries can sometimes be overzealous, triggering violent outbursts by local populations (the worst uprising resulted in the sacking and burning of the third Londinium sixty years ago).
The city is nestled in a natural river harbor on the coast of the North Sea. It is a waypoint for merchant vessels and travelers, and it is common to see an uneasy mix of Realm merchants and missionaries, Gaelt traders, dwarf sailors, and North-men warriors and aesir berserkers from Njord mingling in the streets and taverns.
Londinium is surrounded by a low rock wall atop a sod berm. Buildings are made almost entirely of rough stone, mud brick, and peat, since lumber is virtually non-existent here. There is a large stone church in the center of town, however, and it is from here that the missionaries operate and the governor administers his authority.
The church also serves as safe accommodations for wealthy travelers willing to make a handsome donation to stay the night. The streets are muddy and strewn with puddles, and everything is soaked through with a musty damp. The air is filled with the smell of wet mud, wood smoke, stale beer, and salty fish. It is a bit dreary here, but lively nonetheless, and often very dangerous.
Cultural Equivalent: Mixed, but “society” is structured loosely around Realm laws and customs.
Ruler: Governor Pendrik Carver
Post-TM: To secure his allegiance to her fragile hold on royal power, Queen Sarah is permitting Duke macHadden of Highbluff to secure a passage from his mountain-top capital city to Londinium, across clannish lands in Gaelt. Such a passage violates centuries-old pacts made between the Wreath-King and the peoples of Gaelt, but the presence of Duerheim fleets and jotunish raiding vessels has effectively isolated the Realm colony, and that connection must remain open.
The duke has made initial incursions into the southern parts of eastern Gaelt from across the mountains, and has met resistance from some of the clans there. His “pacification” of the indigenous tribes has turned ugly and violent on several occasions, and the clans in the area are in an uproar. Ripples of discontent are spreading across the other clans as well, and the already tense atmosphere of the city is worsening. The governor is rarely seen in public these days, and the city guard is kept busy constantly quelling violent outbursts by Gaeltic agitators.
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MOORMIST SWAMP
The main feature of the region called Moormist Swamp is the Misty Fen (known to native Borlanders as Boeg-Baerny), a watery maze of hedges, canals, and moors. It is filled with all manner of perils, from hungry monsters to vicious bandits. The swamp is surrounded by rough jagged hills that conceal their own hazards, including roving bands of hideous undead from the Haunted City of Glimmere to the west. It is a terrifying place of constant danger, where only the foolhardiest of folk dare go.
Some say Moormist Swamp marks the spot where long ago, during the razing of the Auldic Empire, the archangel Azazel stabbed at the fleeing Emperor Nessus. The lance blow was deflected, but where it struck the land a great sinkhole appeared. Huge cracks in the land channeled water from Lac Glimmere through the befouled streets of the accursed city. The deluge swept away a torrent of foul debris, washing it all into the sinkhole where it festered and rot over the centuries, creating this twisted bog.
At the heart of the swamp lies the decrepit estate known as Moormist Manor, the ancestral home of an arcane lineage of spell casters. The entire estate is shrouded in a persistent gray fog, a cold damp vapor that distorts light and confuses the senses. Few have even glimpsed the vine-covered manor through the fog and the dense foliage surrounding it. If anyone has ever ventured within, none have returned to tell the tale of it.
Moormist Village squats on the southern edge of the swamp, and it serves as one anchor for a ferry that transports people and goods through the dangerous bog. It boasts a popular adventurer’s inn and support industry, for those brave or foolish enough to attempt the mysteries of Moormist Manor or the Ruins of Glimmere. A new merchant marketplace reflects the settlement’s growing importance as a center of trade in the region.
Cultural Equivalent: Welsh/Cajun
Ruler: Lord Graven Humboldt, Steward of Moormist
The nature of the swamp has an influence on those who live within. They tend to be suspicious of strangers, resistant to change, quick to action, and stubborn to a fault. Lord Humboldt is typical of his fellow swamp-dwellers, a tad more paranoid and temperamental than some perhaps, and these traits have only intensified since the recent necromancer invasion. He is a thin man with a hawkish nose, small, tight-lipped mouth, and curious eyes, piercing and deep set. He dresses somewhat formally in fine quality (but not audacious) garments.
Like his forefathers, Lord Humboldt is a skilled barge pilot and merchant, and he has made a small fortune for himself in his dangerous little corner of the world. While his paranoia has led some to conclude that he is a touch mad, he is a shrewd negotiator and a decisive leader. While his intensity and demeanor would seem off-putting to most, Humboldt has a creepy kind of magnetism and his men seem loyal.
Post-TM: During the war, a terrifying horde of undead creatures under the command of the wicked necromancers of the Covenant of Nine raced through the region on their way to Glimmere. They were valiantly pursued by the king’s thundering legions and a hideous battle took place just to the east of Moormist Village. It was there that King Roderick fell, and the Gold Wreath Crown and Lancea Deus were lost.
The village took the brunt of one edge of the necromantic forces as they fled from the slain king’s rallying army. Two days of sheer terror as the women and children of the towns huddled into the crowded dark basement of the keep while the men of the village manned the ramparts to repel the slavering undead.
While that episode was traumatic enough, whispers in town speak of an even more recent attack on Lord Humboldt, an unnatural assault within the keep, in his private chambers. Whatever the case, Humboldt has suddenly become obsessed with his personal security and mercenary troops have flooded into the area for work.
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NJORD
(nnYORd)
This is the land of the North-men, a confederation of three races with a shared culture. The human clans of Njord are the dominant population, and they dwell in the middle fjord lands and southern plains. Each clan rules the region in which it has lived for generations, but boundaries are constantly fought over, or regions merge as clans inter-marry.
The ferocious aesir dwell in the northern fjord lands. Despite their apparent kinship with the giants, they live very much like their smaller human brothers, sharing a common set of traditions and mythology, as well as an intense hatred of the jotuns. Open hostilities and clan warfare are commonplace in these lands, particularly compounded by the aesirs’ innate aggressiveness and their berserker nature.
The nomadic Dvorge are clearly related to the dwarves of Duerheim, but their culture and society is purely Njordic. They are a minor population who roam the foothills of the western mountains in small clans, traveling from camp-to-camp in search of food and shelter.
Cultural Equivalent: Norse
Ruler: High-King Harald Hjalfsson with a deliberative council of clan elders known as the Thing (see Dragahalla)
Capital: Dragahalla
Post-TM: The chaos of the last few years has found the northern clans of men and aesir beset by marauding bands of frost jotuns from the west and the cruel Ulgomen of the east. The men of the south face gnoll bandits and hill giant raiders from the sea. The jotun ships have greatly improved in quality and armament, including iron cladding and weapons that belch fiery oil over a great distance or blast a barrel-load of nails that shred men and sail alike. Njordic longboats are no match and now only function as blockade runners to smuggle goods past the jotun patrols.
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NORTH SEA
This body of frigid water surrounds the arctic lands of Duerheim, Jotunheim, Njord, and Ulgoland. From the frozen icepack of the Bay of Gnashing Teeth, east to Jormungandr’s Craw, around the isle of Fsd-Frgth, and stretching to the west of Harkarabad, this sea challenges even the most skilled and hardiest of sailors.
Floating chunks of ice cut through wooden hulls like a knife through flesh. Bitter, frozen storms lash sails and coat ships with ice until they capsize. Rogue waves shatter vessels into pieces, and fierce creatures from the depths swallow men whole. Indisputably, the North Sea is the master of all who sail upon her, and it is only by her whim that one survives each journey.
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PLAIN OF JARS
This sunken, slightly boggy plain in southeastern Borland is littered with thousands of carved stone vessels in a variety of sizes and shapes. Some are the size of water basins, while others are enormous cisterns up to 15' in diameter and 10' high. The vessels are overgrown with weeds and foliage, and they rest at all manner of angles and directions. Some have tipped over completely.
Most of the jars are open to the sky, but some have lids sealed with mortar; some have no ornamentation, while others are richly-carved with all kinds of strange designs and sigils. Legend has it that some of the jars are portals to a mysterious and deadly underworld that have swallowed up those unfortunate enough to fall into them.
A solitary mage named Theodus lives in a crooked tower atop the western cliffs of Noer-Brae (nohr-BRAY), overlooking the plain. Studying the jars has been Theodus’ life's work, and he is known to occasionally hire adventurers to accompany him on forays into the ruins.
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RANGER KEEP, AVONDALE
Built within the crumbling ruins of Clouster Castle, Lord Gladwain’s ancient home, this fortification guards a nearby sacred grove. The citadel is a fairly simple structure, built within a pristine glade, surrounded by the ruined walls and gate of the original castle. Dogwood and holly trees dot the glen, and only a rough path marks the approach to the keep.
There is a curious hush within the glade, such that even the birds and sounds of the forest diminish, and only the wind rustling through the trees can be heard. It is a very soothing place, and legends say that anyone entering the area with anger or hatred in their heart will be relieved of those feelings.
The Royal Rangers who protect Avondale Forest are of a different sort than their counterparts elsewhere in the Realm. While most Rangers tend to be solitary and largely unseen until they want to be, the Avondale Rangers are even more so. Some say their tracking and scouting skills border on magic, second only to the High Elves of Sidhelankh, and they seem to have a particular attunement to the plants and beasts of the forest.
Beyond the tales and legends of the keep, few are ever allowed to visit, and information about the place is scant.
Cultural Equivalent: Celtic/Welsh, with Sylvan influences
Ruler: Lord-Ranger Arwn Pendrake (AHR-wuhn PEN-drayk)
Post-TM: As with the other orders, it is assumed that the Avondale Rangers order maintain their traditional duties until the question of succession is determined. Their current relationship with the Maidens of the Forest, in the absence of the king, is unknown.
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RANGER KEEP, EAST
Overlooking the ford that crosses the River Elucidar, this citadel controls the eastern passage to the Borland Territories. It is a tall towering structure made of rough-hewn stone and thick wood timbers that remarkably still bear green leaves, especially at the top which expands into a broad canopied roof.
This living foliage gives the tower the appearance of an enormous tree, and it has a commanding view of the surrounding plains. An adjacent river port enables the occasional small boat or shallow-draft barge to make its way to the becalmed Sea of Elucidar. This “keep” is the easternmost outpost of the Knight Order of Royal Rangers. They roam largely into the northern parts of the Borderlands, keeping tabs on the native clans and terrible beasts that dwell there.
Cultural Equivalent: Celtic/Welsh with Sylvan influences
Rangers are drawn from the indigenous populations of the area in which they are stationed, so these men are typical of the locals. Due to the keep’s proximity to both Sidhelankh and the City of Woodcrosse, many of the Eastern Rangers are of half-elf blood.
Ruler: Lord-Ranger Girrod o’Sidh (JEER-uhd OH-shee)
Lord Girrod is a famed half-elven archer, said to have slain a bandit leader who was taunting him from behind a shuttered window, by placing the arrow through a knothole in one of the planks, from 300 yards. At 175 years, he is comfortably middle-aged for his kind, but he is as sharp and capable as any younger member of the order. He is known to roam Pelton Forest to the south of the keep, quite frequently.
Post-TM: As with the other orders, the Eastern Rangers maintain their traditional duties until the question of succession is determined.
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RANGER KEEP, NORTH
This fortification is not a “keep” but a full citadel, deep within Frostgreen Forest. It is the northern-most outpost of the Knight Order of Royal Rangers, a group of rugged frontiersmen who keep vigil over the back-country of the Realm.
They principally watch the wide northern valley, between the Gryphon and Khossan mountain ranges. It is this route that invaders from across the North Sea–jotun slavers, errant North-men off a-viking, or Ulgomen raiding parties–must take to get to the bountiful lands of Highbluff. They also guard against incursions from the east, typically Khossack horsemen and goblinish troglodytes coming down the mountains in search of booty or prey.
Cultural Equivalent: Scottish
Rangers are drawn from the indigenous populations, so these men are pretty typical of the locals. However, as part of a knight order, they are far more disciplined than their kin-folk, and they eschew their individual clans' tartan patterns for a green kilt that represents the Ranger Order.
Ruler: Lord-Ranger Hammish McHavert (HAM-ish mick-HAVE-urt)
Post-TM: As with the other orders, the Northern Rangers maintain their traditional duties until the question of succession is determined. There are rumors that Duke macHadden has deployed a unit of Rangers into Gaelt to perform reconnaissance and sabotage missions.
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RANGER KEEP, WEST
Deep within Whiteoak Forest is a curious rock formation known as Crafangarth (KRAW-fang-arth), which can be read as either ("Bear’s Claw") or ("Castle of the Claw"), depending on the syllable emphasis. In either case, it is a tall, slightly-curved finger of solid rock that rises like a tower from the forest floor through the boughs of the trees into the sky above.
The legend goes that the rock is the petrified claw of Ursus the Bear, the mythical prey of Orion the Hunter, both of whom are Zodiac constellations. The legend says that the “claw” was left behind as Ursus fled from Orion and took flight across the heavens to escape. Built into this natural rock tower is a modest citadel from which the Rangers in the west operate.
The tower is thought to be honeycombed with tunnels and chambers, and this would seem to the case since there are few visible structures on its exterior. The view from the top of the spire, looking out over the forest, is said to be one of the most magnificent sights in the entire Realm.
Cultural Equivalent: Old English/Welsh
Rangers are drawn from the indigenous populations, so these men are pretty typical of the locals. Mid-Realm woodsmen, the members of this sect are of the “classic” Ranger archetype.
Ruler: Lord Gryffd Wanderling (GRIFF-uth WAN-duhr-ling)
Post-TM: As with the other orders, the Western Rangers maintain their traditional duties until the question of succession is determined.
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RIVERSMOUTH, CITY OF
Overlooking King’s Harbour, the deep mouth of the King’s River that flows west out of Lac Glimmere, this sturdy walled city is built on a long, narrow barrier island, cordoned off into three distinct areas. The city is reached via three fortified stone bridges, each of which passes through an enormous carved gate.
Always a busy port prior to the war, ship traffic these days seems to arrive and depart virtually non-stop, and the city is experiencing an influx of wealth and prosperity. Riversmouth is typical of middle Realm settlements, plain functional buildings made of whitewashed wood and stone, with shingled roofs, plastered exterior walls, and decorated with modest flourishes. Warehouses line the southern banks of the barrier island, from which extends row-upon-row of dock and wharf. The shoreline bristles with a forest of masts from hundreds of merchant and military vessels docked there.
Each of the three sections of the city, with lower class districts in-between, are sealed off within its own walls and fortifications, but the greater whole of the city spans the entire length of the island. The eastern-most section houses the ducal estate, the famed Library of Lord Sable, and the Cathedral of St. Seamus.
At the far western tip of the island is the city’s famous lighthouse, a tall stone tower capped with an enormous, ever-burning signal pyre that can be seen for many leagues out to sea. For centuries, it has served as a naval marker for mariners.
Cultural Equivalent: Old English/Welsh
Ruler: Duke Yeobert Lancaster (see Duchy of Riversmouth)
Patron Saint: St. Seamus of the Sea (SHAY-muss)
The legend of Seamus swallowed by the great fish ends with the kindly traveler being spat out on the shores near where Riversmouth was built. For this reason, and due also to the city’s prominence as a naval and merchant power, St. Seamus is its patron.
Post-TM: Duke Lancaster’s coffers are swelling now because both his city and navy escaped the war virtually unscathed. His fleets are being called upon to make up for the devastated navies of Sheval and Swordgate (see also Duchy of Riversmouth).
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SEA OF ELUCIDAR
(ell-LOO-SI-dahr)
Elucidar was the capital of the Auldic Empire, which was itself named after the first emperor, who was said to be the earthly representation of God. When the Archangels sundered the world in retribution for how sinful and corrupt the empire had become, the ancient city was brought low and a great hole appeared into which all the lands surrounding the city sank.
Water from distant seas rushed into the enormous basin and flooded what was the tarnished jewel of a once-glorious civilization. When the waters had filled the hole, an inland sea was formed, and its churning waves grew calmer and then finally still.
This eerie stillness remains today, and the sea is a difficult body of water to navigate. It is shallow and often windless; feeble waves–barely ripples–lap lazily on its gravel-covered shore. Ships must negotiate dangerous shoals and jagged reefs which appear without warning, even out in seemingly open water. Sails collapse suddenly and won’t flutter again for days at a time.
Strange fogs roll in from out of nowhere to engulf unwary ships; when the vessels emerge from the other side, they are sometimes left battered and torn, and their crews have vanished mysteriously. It is said that ghost ships ply these waters, sailed by the spirits of those desperate folk who failed to escape the wrath of Heaven and who now seek to steal the souls of hapless sailors.
Somewhere in the depths lie the sunken ruins of the capital city of Elucidar, and legends tell of the haunted city surfacing at times, to issue forth a host of monstrous beasts. Indeed, a variety of vicious sea monsters swim in this sea, preying on ships unfortunate enough to encounter them.
Veteran sailors say that far to the east is a broken land, and that vessels may sail through dangerous channels from the Sea of Elucidar into a much larger sea, and then further to exotic lands on its opposite shore.
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SEVAKÂRÜN
(seh-vuh-KAHR-oon)
This is the capital city of Duerheim, built within a dormant volcano, a tall, high-sloped peak with a deep caldera inside its crater. The city of Sevakârün is constructed on both the interior slopes of the caldera, which surrounds a massive lava dome, and also within the solid rock between the crater wall and the exterior peak.
The number of passages and chambers that honeycomb the volcano’s walls are innumerable, and many stone towers and watchposts dot the ice-lashed slopes of the mountain. It is a hive of industry and activity, and its forges, workshops, and foundries are legendary, producing works of amazing beauty and unbelievable wealth. The halls within this underground metropolis are perpetually filled with the sounds of hearty singing and with the smells of even heartier feasts, or were before the reign of the current king.
Atop the lava dome in the center of the caldera is a massive temple built for the gods of the dwarven mythos. The dome is solid, but large cracks in the black rock reveal the glowing cauldron of fiery magma just below its surface. Within the grand temple are shrines to each of the dwarf gods, containing some of the Duervolk’s most sacred artifacts, including the Forge of Dumathoin, Berronar’s Harp, Abathor’s Spinning Wheel, Clangeddin’s Shield, but most importantly, the High Altar of Moradin. This massive slab of black adamantite is said to be a fragment of the True Anvil upon which Moradin forged the dwarf race, and which he shattered in anger.
The lava dome and temple is reached by crossing a wide causeway from the Dwarf King’s palace, which stands at the base of the crater wall where it meets the caldera floor.
Cultural Equivalent: Germanic/Norse
Ruler: King Svartstürm Stonfaust ("Black-Storm Stone-Fist") (see Duerheim)
The Stonfaust clan has ruled Sevakârün and thus, the Duervolk, for many generations, and their folk have faithfully honored the traditions and customs of the dwarves; that is, until recent times…
Post-TM: The city is now devoted to Svartstürm’s evil production. Its halls ring with the sounds of grim manufacture, and a smoky haze fills the mountain. The great magma pool at the city’s heart, the source of all its power, rumbles and boils fitfully. The rune shrines are all silent and devoid of masses, all save the shrine of Abathor. By Svartstürm’s decree, his patron god is now the only cult permitted to publicly worship. The Halls of Governance likewise remain sealed; the Rune Councils have been disbanded by Svartstürm, replaced by a political cadre of his crony administrators. Court intrigue and dangerous politics rule the day, and spies are everywhere.
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SHEVAL, CITY OF
(SHEH-vahl)
| Sheval is the second-largest city in the Realm, and the third largest city in the western world (counting Swordgate). It sits on the shore of the Southern Sea, where the Westfork River from Lac Glimmere meets the ocean. The flat, grassy horse-plains of the south-western Realm slope steadily to the sea over many leagues, and here, where they finally meet, the land drops off approximately 30’ to a beach of fine white sand. The city proper perches atop the low rocky cliff, with several more districts below it on a marshy flood plain adjacent to the mouth of the river. The granite walls of the city shimmer in the bright southern sun, and the buildings of whitewashed wood and bleached shingles reflect the many cultures that make Sheval their home. Two stout keeps and a series of smaller fortifications anchor the city’s defenses, and watch over the constant ship traffic that arrives and departs from its many piers. |
The city's chief landmarks–the duke’s expansive estate and the magnificent Cathedral of St. Just–lie at its heart. The shanties and warehouses of Low-town, while certainly the rougher section of the city, are still well-built and orderly, hardly a slum. Still, soldiers watch the district vigilantly from the top of the Gaol Tower.
Just beyond the main northern gate is Sheval’s famous open-air market faire–an enormous, elaborate, and ever-changing city-within-a-city. The market’s innumerable tents, stalls, and carts are a hive of commerce, an intense barrage of colors, sights, smells, and sounds. Peddlers, hawkers, and mongers shout constantly for attention, and the persistent clinking of coins signifies the huge volume of trade. While not quite the equal of the market in Swordgate, Sheval’s faire is certainly the most impressive in the King’s Realm.
A full legion of troops is billeted in the city. One quarter of these troops consist of light and medium cavalry forces, Sheval’s legendary horse-warriors. Their mounted combat skills and the superb quality of their fast, powerful steeds are unmatched on the battlefield. Another third are “marines,” who spend part of their tour of duty at sea, protecting the merchant fleet from pirates and enemy forces. Finally, the city is the home of the Templar Order of St. Just, a cadre of heavily armored holy knights dedicated to upholding the law and meting out justice to the guilty.
The duke’s only son, Ashe d’Argent, is a famous member of the order, and he is obviously in line to one day assume his father’s title. In addition to being a hero of the Battle of Thunder Mountain, he is also a Steward of Borland, greatly increasing the duchy’s influence in the east.
Cultural Equivalent: French/Brittanish
Ruler: Duke Renard d’Argent (see Duchy of Sheval)
Patron Saint: St. Just the Lawgiver
Post-TM: Prior to the war, Sheval had a proud fleet that numbered 122 vessels; she lost more than 65% of her ships repelling a massive Imperial invasion fleet, including a naval force of armored longboats from Nob-Y’ggurath. In so doing, she prevented a new front from opening up in the Third Goblin War. The city itself sustained major damage during the initial invasion, when a small but well-armed Imperial fleet slipped past Sheval’s naval pickets and launched a surprise assault. The duke is pouring resources into restoring his city and his fleet to full strength, although it may take him two decades or more to do so.
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SIDHELANKH
(SHEE-lonk)
According to legend, this ancient wood is as old as time itself. It once covered most of the land, and was considered sacred by the tribes of old. Over time, mountains rose and separated it, and as the forest receded, great swaths of open plains appeared.
When the Archangels sundered the world during the fall of the Auldic Empire, twelve powerful elven heroes sacrificed themselves to ward Sidhelankh from the massive destruction, sparing much of the forest’s heart from annihilation. Each of the high elf clans is a descendant of one of these heroes, and they dwell among the boughs of Ywaerj Draesael (YUH-varj DRAY-zehl) – the World Tree.
The gigantic tree stands deep in the center of the forest where few outsiders ever venture. Its mid-trunk is more than a league in diameter, and its boughs touch the clouds; the roots at its base form deep, shrouded valleys. At the “crown” of the tree’s trunk, where the upper branches spread out, is a wide, circular lake with an island in the center.
On the island is Eraslaegh (AIR-ess-lay) – the City of Lanterns. It is really more a meeting place and sacred temple, rather than a proper city. There are neither foreigners, nor industry of any kind in the city; only elven scholars and philosophers, and artists practicing their crafts. Outsiders are infrequent, and it is considered the highest honor to visit this most sacred of ancient sites.
It is said that the high elves guard a mystical “veil” that separates the mortal lands from the spiritual realm of Arcadia, and that they can pass back and forth through this curtain at will. Half-elves are the only sylvan race that comes into regular contact with humans, and they have become completely interwoven into Realm society. Except in rare cases, they only marry other half-elves, so that their bloodlines are not further diminished.
Paganism flourishes among the elves of Sidhelankh, although their practices are far more ancient and their characterization of the spirit hierarchies is much more abstract than that of the humans.
Cultural Equivalent: Sylvan
Ruler: None, although a council of elders occasionally meet to decide pressing issues. The members of this council and the methods of their conduct are completely unknown, however.
Capital: Eraslaegh–The City of Lanterns
Post-TM: During the war, an army of high elves marched out of Sidhelankh into the Borderlands to confront the Covenant necromancers and their undead troops. They then swept far to the south to help smash the siege of Gauntlet Castle. Such a large mass of elven warriors had not been inside the Realm for centuries, and their presence caused a bit of tension with the human forces after the war concluded. The high elves wisely withdrew from Borland, and as the bickering between the dukes and Queen Sarah escalated, diplomatic contact between Kingscastle and Eraslaegh virtually ceased.
The elves patiently endure these periodic waves of change when the hot-blooded and short-lived human tribes feel the need to reorder themselves. Taking a far-sighted view of the current troubles, they have not allied themselves with any one side; they choose instead to wait for a “victor” and then form a relationship with that person. They handle any business with the Realm through their proxies in the city of Woodcrosse, but the high elves have largely cloistered themselves deep in their mystical forest realm.
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SKVÂD-THINGÔL
(SKUH-vahd TING-goal)
This dark and twisted forest separates Njord and Ulgoland. It is a veritable wall of impenetrable foliage filled with deadly pitfalls and horrible beasts. Sunlight doesn’t penetrate its depths, and it is said that at its heart is the hidden entrance to Svartalfheim (ZZ-VART-awlf-hyme) ("Dark Elf Home"), the evil realm of the dark elves.
The Svartalfi (ZZ-VART-awl-fee) are vicious fey folk who prey on men and feast on their souls. Legends say they were slaves captured by North-men raiders in the southern lands, before they were ruled by the Wreath-King. When the slaves outlived their masters, they escaped into the hostile wood, and were changed by its malice into the Svartalfi race.
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STEPPE-LANDS OF KHOSSA
(KAW-suh)
A harsh land of grassy tundra, this region is populated by the Khossacks (KAW-sax), nomadic bands of master horsemen who roam the permafrost in search of reindeer, fowl, and the occasional mammoth. Normally, the Khossacks range far to the east, away from the lands of the Realm; however, in summer, as warm winds blow in from the south, the barbarian clans arrive en masse and raid into the Duchy of Highbluff. The Khossacks often war with invaders from Ulgoland, and the two tribes of men hate each other passionately, despite their similarities and, perhaps, shared heritage.
Cultural Equivalent: Mongolian/Russian
Ruler: None
Capital: None; there is no society or system of order, save clan ties and alliances.
Post-TM: The Khossacks are generally unaffected and uninterested by events outside their borders.
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TROLL HILLS
These rugged hills are so-named because a fierce band of cave trolls did indeed claim it as their land for centuries, until they were put down by King Caedmon VI more that 100 years ago. Still, the trolls who survived are said to have dug deep and occasionally still emerge to steal away people and livestock to eat. Fortunately, the hills are in a rugged, remote section of the Realm, where the population is sparse.
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ULGOLAND
(UHL-goh-lund)
A craggy and desolate place, this is the home of the savage and barbaric Ulgomen, fanatical followers of the witch-queen, Baba-Yaga. They dwell in caves and in crude villages nestled among the rocky gullies and frigid tarns. Curious weather comes off the bay of Jormungadr’s Craw and lashes the region with fierce winds, nearly constant rain, and violent thunderstorms. In the winter, blizzards bury the land beneath deep snow and ice.
Cultural Equivalent: Mongolian/Russian, with Hyperborean overtones
Ruler: None
Capital: None; there is no society or system of order, save the random and cruel whim of the Baba-Yaga.
Post-TM: The Ulgomen are generally unaffected by events outside their borders. Lately, however, perhaps aware of the pressure on Njord from jotun raids, the Ulgomen have made deep forays into the territory of the North-men, even attacking aesir villages. Captured prisoners have confessed that the Ulgomen recently occupied an ancient shrine known as the Egg of Jormungandr, nestled in a patch of hills within southernmost Skvad-Thingol. They claim to be using its power in service to the Baba-Yaga.
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VAST WESTERN SEA
The Vast Western Sea lies off the western coast of the Realm, from the frigid North Sea to the clear warm waters of the Southern Sea. Stretching far out beyond the range of even the largest ships, this ocean is believed to be virtually unending. Some speculate that there are far-off lands on its other side, but no ship has ever arrived from such a place, and no ship departing the known world has ever reported finding territories to the west. Many sailors believe ships that go far enough will eventually sail off the edge of the world into the Aether.
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WHIS'PRING WOOD
This woodland is so-named because a variety of hanging moss drapes over practically every tree, and sea winds from the east blow through and create a near-constant shushing sound that rises and falls with the breeze, as though the trees were whispering to each other.
Much of the forest is boggy in places, particularly to the east where it borders the Great Salt Marsh. The area is largely uninhabited, except for a few villages of hardy woodsmen. Strange ruins, said to be remnants of survivors from the sundering of Elucidar, are sprinkled throughout the wood.
Ghost stories abound, and there are many mysterious sites and unexplained incidents reported by those venturing within the wood.
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WHITEOAK FOREST
This region is a rich, beautiful woodland of tall, bushy trees. Huge stands of poplar, elm, and magnificent, white-leaved oak trees provide a canopy over the lightly rolling hills and shallow gullies below. The forest is host to many timber settlements, and wood from this region is known far and wide as superior to most. All of the ships in the king’s navy are fashioned from white oak lumber.
Despite a large population of men, the region is vast and many parts of the forest remain unexplored. A popular children’s tale portrays the forest as the home of Father Whisperleaf, the grandfather of all trees. There are also numerous legends of a creature or creatures, said to be either tree-men or large humanoids wearing shrouds of leaves and branches, that roam the forest and chase away interlopers from secret areas. The King’s Rangers who patrol the region are silent on the matter, but warn explorers and adventurers to respect the deep places of the forest.
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WHITE STAG CASTLE
This is the citadel of Ordum Niveus Cerva, the Knights of the White Stag. Besides the standard armored knights, one cadre of these warriors famously rides a breed of powerful white deer that dwell in the deep woods to the northwest, instead of the traditional horse. Both deer and riders are lightly-armored, but they are an incredibly fast and nimble cavalry force, and their lightning lance charge is known to shatter even the best trained infantry units.
The castle sits atop a high hill that provides miles of view of the surrounding countryside, and it is built of bleached limestone that shines in the sun. The order serves the Duke of Highbluff, and the castle protects the middle lands of the duchy, particularly against the yearly incursions from Khossack raiders.
Cultural Equivalent: Scottish
Ruler: Knight-General, Lord Tiberius Clannagh (KLAN-ow)
Post-TM: Like many orders, the White Stag Knights are deeply conflicted about the current situation. Many have decided to reinforce their fealty to the duke in the absence of a clear king, while others abandoned the order and became free-lances. Some remain loyal to the throne, and support Queen Sarah until the question of succession can be resolved. Ever the diligent warrior, Lord Tiberius has not weighed in on one side or the other, but has kept his men to their duty, leaving the politics to politicians.
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WOODCROSSE, CITY OF
Because it is in a well-protected section of the Realm, the city is unwalled and seemingly defenseless. However, it is well-protected by the lay-of-the-land, with just a few practical approaches to the city proper that are covered by a withering field of archer and artillery fire from a ring of high towers surrounding it.
Numerous stands of trees, hedges, and gardens abound throughout the city, and its layout and architecture feels very natural and organic. Wildlife teems within the city and residents co-habitate with the animals peacefully. The city is well-known for beautiful handcrafts as well as fine arts and music. The creative influence of the half-elves combined with the drive and hard-working nature of the humans has created an ideal center for such things, and city thrives on this reputation.
In the city center is the ducal estate, with a sacred grove in its central courtyard. This grove is the last remnant of the greater forest that once connected Sidhelankh and Avondale. Adjoining the ducal estate is the Holy Cathedral of St. Catherine the Merciful, a very old and weathered stone structure which long-ago was a temple to a pagan god. Over the years certain religious architectural influences of the Holy Church have been added to the original shrine, but this cathedral is quite strikingly different from others around the Realm.
Cultural Equivalent: Celtic/Welsh with HEAVY Sylvan influence
Ruler: Aelbrecht Gwaenglaine (see Duchy of Woodcrosse)
Patron Saint: St. Catherine the Merciful
Her caring and nurturing manner suit the residents of the city well, as they live in a more harmonious manner with their surroundings than do others in the Realm, largely because the city is well-protected from outside dangers. The half-elf population has readily adopted St. Catherine as a symbolic patron since in life she was a well-known and respected emissary to Sidhelankh, but they do not technically “worship” her as such.
Post-TM: (see Duchy of Woodcrosse)
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Borland Territories (The Borderlands)

This vast region of lowland plains, also known as the Borderlands or simply Borland, has been the traditional barrier between the Realm of the Wreath King and the wastelands of the Iron Emperor. Once well-populated and thriving, the area has suffered periodic invasions throughout the ages by armies of goblin raiders marching out of the Ash Desert.
After one particular invasion in the Third Century AC, the distance to which enemy forces penetrated the realm’s defenses and the massive devastation they wrought convinced King Caerolinus that the region was too vulnerable. He decreed that it would serve instead as a militarized buffer zone to blunt future invasions. The duchy was disbanded and control of the few surviving settlements reverted to local clan leaders.
New settlements and growth were severely restricted, and resource needs were paid for out of the royal treasury instead. Trade routes connecting south to east were well-patrolled and protected by armored knights, while legions of Royal Huntsmen, the precursor of the Order of King’s Rangers, roamed the countryside looking for signs of the enemy. The ruined castle atop the peak of Caer Gulln was rebuilt and expanded, becoming known later as Gauntlet Castle. The fortress served as an impenetrable watchpost over the Valley of Fog, the only invasion route through The Mountains of Woe.
Through the centuries, much of Borland reverted to a wild and primitive state. The uninhabited places became thick and overgrown, and monstrous beasts emerged from shadowy places. Ruins abound, and the land hides many mysterious nooks and crannies that hold secrets of their own. There are several dominant features within Borland: the Great Salt Marsh, fringed by the Whisp’ring Wood; the magical and deadly Moormist Swamp; the Haunted City of Glimmere; the impenetrable depths of Lach Daep; and the twisted evil forest of Blackvale.
Cultural Equivalent: English/Welsh, though somewhat lawless and mercenary (a feudal version of the Wild West)
Ruler: None currently
Fiefs (called “wards”) are governed by local lords known as “stewards” (equivalent to a baron). There are currently 12 major fiefs (as of YR 689 AC) , some of which are sub-divided into smaller political territories.
Post-TM: At the conclusion of the war, it was revealed that King Roderick had plans for repopulating this area, expanding the Realm into Borland proper. Whether or not he intended to put a new duke in place is uncertain, but he and his advisers had mapped out a division of the territory into fief-like “wards,” and determined who would serve as lords of each.
Some of the borders, however, were unclear or incomplete, and some of the fiefs went unassigned. This has led to tense situations between the stewards of these lands, and much of the region is outside the authority of the crown at this time. The area is rife with political intrigue and military maneuvering as various power factions throughout the Realm vie for control, using their proxies and alliances to strengthen their hands.
Mercenaries, bounty hunters, and criminals have found ripe pickings here in the frontier, especially as settlers and pilgrims stream in to look for a new life amidst the rapid growth the region is experiencing. Borland's future is uncertain and events remain fluid, ensuring that instability and chaos will reign until a bold and decisive leader emerges who can bring it all under control.
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Detailed Key
Aelfandshire
Aesirheim
Argentshire
AELFANDSHIRE
(ELF-und-shyr)
This ward was ceded to the control of the Duchy of Woodcrosse under King Roderick’s initial plans. The territory was later expanded in negotiations with Queen Sarah during the Third Banner Council in exchange for Duke Gwaenglaine’s support for her regency. Lord Aelfaend is a half-elf noble sent here on behalf of the duke and the lords of Woodcrosse to manage the fief. He is a capable administrator, and has quickly established a series of settlements along the river.
The fief only reaches between 5-10 leagues into Borland, south from the River Elucidar, but it stretches from the eastern edge of Pelton Forest all the way to the coast. At some point, Gwaenglaine plans to divide the land up into smaller sub-fiefs, and the Woodcrosse lords will decide who will be named stewards of those parcels. Lord Aelfaend has run into a problem, however.
The easternmost parts of these lands were inhabited by a large clan of fierce and stubborn Borlanders known as the Clan Bethul, who claim a direct lineage to survivors of the destruction of Elucidar. Their chieftain was Prasutagus (prah-SOO-tah-guhs), and they traditionally dwelt in the eastern reaches of the region, from the westernmost branch of the River Elucidar to the coast. The redrawn territories did not sit well with the clan, so Prasutagus and his men attacked Lord Aelfaend’s encampment.
The battle was terrible and many on both sides were killed, including Prasutagus. His wife, Buddica (BOO-dih-kuh), took over her husband's reign, after bare-handedly defeating an armed rival for the position. The clan was driven out of their riverbank villages in reprisal, but Buddica disputes the border, and she and her surviving kin fled into the marshes, dwelling there in hidden villages and making war against Lord Aelfaend (and Lord Cantor to a lesser degree).
Her followers call her Queen Buddica, and she claims ALL of the Great Salt Marsh. She is a large, matronly woman of middle age, with a mop of unruly, flame-red hair atop her head. She has amazing presence, which can be alternately disarming and motherly in one instance, and cold and terrifying in the next. She is known for her decisiveness and her willingness to take great gambles to win the day.
Settlements
Audwin Farm (Farming Hamlet)
(AWD-win)
Daerrow (Trade Village)
(DARE-oh)
Ildur’s Ferry (Trade Thorp)
(ILL-doorz)
Rhos-y-Cwrt (Medium Fortification - Keep)
(ROH-zee KORT)
Twly Teg (Fishing Thorp)
(TOO-lee tegg)
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AESIRHEIM
(AY-zeer-hym)
Or, Troubleshire as many of the local lords have begun referring to it. This small ward within the Firth-y-Fingol, and several of the fiefs to the south and west of it, was part of a gift to a group of adventurers known as The Wanderers for their service to the Realm during the Battle of Thunder Mountain (685/6 AC). It was their actions which defeated the ancient evil beneath the mountain and decisively turned the tide of battle.
This particular ward is the province of Srjnok Jotunslayer, an aesir lord of the distant clan Gund from Njord. A berserker by nature, his distemper and bold rashness have made his neighbors nervous, particularly after he brazenly staked a claim to territory on both sides of a disputed border with Moormistshire. The situation threatens to escalate into open warfare.
The region has lately become heavily populated with Srjnok’s aesir clansmen from the north, as well as with dwarf laborers from Thunder Mountain, where he is considered a popular hero. The ward is experiencing steady growth, with a number of rapidly expanding settlements. In the settlement of Gundny, he has established a gladiatorial arena, which has begun attracting all manner of pit fighters and trained warriors seeking fame and fortune.
In the fief’s north, across the river which Lord Humboldt of Moormist considers to be the actual border, Srjnok and his fellow Wanderer, Sethlow Teledon–a powerful druas astrologer from Swordgate–have erected an imposing fortification and sanctum sanctorum. From here, they appear to be daring Lord Humboldt to defend his territorial claims; something which Humboldt, so far, has not been willing to do.
Settlements
Beomund (Trade Thorp)
(BAY-oh-muhnd)
Dwill (Farming Village)
(DUH-will)
Fishkill (Fishing Hamlet)
Gundny (Trade Thorp)
(GUHN-duhn-nee)
Leaky Mine (Mining Thorp)
Srj’s Keep (Medium Fortification – Keep and Sanctum)
Timberton (Trade Thorp)
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ARGENTSHIRE
(AHR-zhawn-shyr)
This ward is the fief of Sir Ashe d’Argent, High Knight-Templar of the Order of St. Just, Knight of the Crown, and son of the Silver Duke of Sheval. It was part of a gift to a group of adventurers known as The Wanderers–of which Lord d’Argent is a member–for their service to the Realm during the Battle of Thunder Mountain (685/6 AC). It was their actions which defeated the ancient evil beneath the mountain and decisively turned the tide of battle.
The region is largely rolling, fertile fields and grassy plains, and a number of farming settlements have sprouted up in recent years. The area is under the watchful aegis of Lord d’Argent’s keep, and a large chapel dedicated to St. Just which is attached to the fortification is one of the few spots where the Holy Church has a presence in Borland. The fief is bound to the south by the Southern Trade Highway, and to the east by an old trade route that connects the highway to the Duchy of Woodcrosse far to the north.
Obviously, because of his stature in the Realm, and because of his powerful connections, many of Lord d’Argent’s neighbors curry his favor. One exception is the Clan Ulfwyn to the east; they have taken exception to the newcomers in the region, and they have recently established a small trade camp along the north-south trade road. They have begun levying taxes on merchants and travelers along the road, and there have been a number of violent incidents when payment was refused. While their actions are technically legal, the taxes threaten to suppress trade to the southern settlements, including those of Lord d’Argent.
Settlements
Baker’s Mill (Trade Thorp)
There is a small, but thriving bakery industry here. Among the wares the settlement produces, a brand of holy wafers, small communion biscuits, has become extremely popular throughout the southern Realm, including into the duchies of South Kingscastle and Sheval.
Chapel’s Bounty (Farming Thorp)
d’Argent Keep (Medium Fortification – Stronghold and Chapel)
Farfield (Farming Thorp)
Norton Farm (Farming Hamlet)
Silverwind (Farming Hamlet)
This settlement is a joint investment between Lord d’Argent and Lord Windham of Windhamshire. It lies on the border of their respective fiefs, and they share all costs and output. It was established as a sign of their friendship, and the name of the village is an amalgam of their family names (“Argent” meaning “silver” in the traditional Sheval dialect).
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Primer Astrologia
Primer Astrologia
– An Astrological Primer –
Prepared on behalf of his Royal Highness the Prince, Roderick Goldhelm,
Upon his admittance to the Royal University of Kingscastle.
Authored by Solomon Stargazer,
Student of Nebellim Eventhrall, Grand Astrologer of the Royal Observatory
Begun the 23rd Day of the Month of Piscus in the Year of the Council, Six Hundred and Thirty Three
Completed the 16th Day of the Month of Cervidan in the Year of the Council, Six Hundred and Thirty Five.
The following text and associated exhibits constitute a basic model of the mechanisms and nature of the Cosmos.
Table of Contents
The Earthly Realm (Terra Primi)
Orbita Lunari
The Starry Expanse
Orbita Mercurium
Orbita Zodiacum
Orbita Elliptum
Orbita Callistum
Orbita Daemoni
Orbita Lumina
Orbita Heliosum
The Elemental Realms
The Houses of the Zodiac
Draconus, the Celestial Dragon
Spirus, the Tower of the Sky
Equinus, the Heavenly Steed
Cervidan, the Great Stag
Chastienne, the Empyrean Maiden
The Twins, Uuat (The Brother) and Clymestra (The Sister)
Petrus, the Dwarf
Ursus the Great Bear
Aspis, the Eternal Serpent
Piscus, the Aethereal Carp
Orion, the Starry Hunter
Bovus, the Cosmic Bull
The Cosmic Axis
Arcadia, the Sacred Realm
Malebôlge, the Infernal Realm
The Heavenly Palace
The Nine Hells
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THE EARTHLY REALM (TERRA PRIMI)
The orb upon which we live is the central point of the universe; a knot, if you will, in the Cosmic Planes. It is the junction of all things, and is made of all elements. Here can be found a concentration of all the energies that each of the other Spirit Realms represents.
All other realms revolve around the Earthly Realm. However, it, too, has a revolution of its own, as measured by the nightly passing of fixed stars across various astrological markers here at the Royal Observatory, and their return to the same positions the subsequent night. Therefore, a "day" is one entire passing of a fixed star as the Earthly Realm makes a complete revolution.
A day is evenly divided into twenty-four hours, as counted by the observatory’s sundials. A location upon the earth is illuminated by the sun for half the day, and shrouded by night the other half, with periods of twilight and dusk between each. One hour is made up of sixty minutes, as measured by water clock across one arc of the sundial.
The four Elemental Realms certainly make up the Earth and the Sky, for the earth is made of rock and flame; water flows upon her surface, and she is surrounded by a Firmament of wind and billowy clouds. The earth likewise rests upon the Cosmic Axis, between the Heavenly and Nether Realms, as evidenced by the constant fluctuation of positive and negative energies which we can detect and measure.
The greater Cosmos can be described as a series of circular orbits, properly called Orbita (OHR-bee-tah), of distant planetary bodies that revolve around the earth. Each Orbita is its own realm, with its own influences upon the earth. These Cosmic Realms are each described below, in consecutive order as one would move away from the Earthly Realm (assuming one could).
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ORBITA LUNARI
This first Orbita describes the path of the Moon (or, Luna, as she is called by the Pagans) around the earth. This imaginary circle described by Luna’s orbit makes one complete revolution every thirty days, a period of time we refer to as a "month." A month is broken up into three ten-day periods we call "weeks."
A curious trait of the moon is that she, too, revolves, but does so at exactly the same rate at which she circles the earth. This causes the same side of the moon to always face the earth, her eternal gaze beaming down upon us each night. During its thirty-day revolution, the shadow of the earth falls upon different areas of the moon’s face, causing her to appear, at times, as Full, Three-Quartered, Halved, or Quartered. At the end of the month, she is at her weakest, a New Moon, in which her face is almost entirely dark.
The Lunar Orbita is the boundary between our firmament and the starry expanse beyond. Our best calculations put the moon’s distance at many tens of thousands of leagues, much farther than anyone could reasonably travel. No mountain has so far been found which might reach her, nor have those attempting to ascend to her by air, via magic spell or wingéd steed, been successful.
Luna – the Mistress of the Moon – was actively worshiped in the Pagan Age as a living goddess. Cults devoted to her still exist today, typically among the elfin-folk of Sidhelankh and the Priestesses of Avondale. The Archangel Lunatathera is her steward, in the canon of the Church of the Divinity, placed in the firmament by God to control the tides and to help the first people measure time between harvests.
Her influence upon the Earthly Realm, while thought to be generally positive, is recognized as often mischievous, and, sometimes harmful. Sudden madness, loss of reason, emotional hysterics, or inappropriate behavior is called “lunacy”, in her honor. This occasional, but not uncommon effect upon some people is believed to derive from her powerful feminine emanations, which nightly bathe the earth. She also represents the ominous power of nighttime, with its shadowy, concealing cloak.
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THE STARRY EXPANSE
This vast, milky region of cold vapors lies between Orbita Lunari and Orbita Heliosum, that is, between the moon and the sun. As its name implies, The Starry Expanse is filled with innumerable fixed stars which shine through the veil of night like countless bright embers. Its breadth is many, many times that of Orbita Lunari–an unfathomable distance to those not well-versed in complex mathematical formulae.
We call these stars “fixed,” because they do not seem to move relative to each other. However, over long centuries of observation, the slightest movements have been measured, leading many to believe that stars do revolve around the earth, but do so slowly, over an enormous period of time. The nature of stars is unknown, although many believe them to be remnants from God’s creation of the firmament, the fiery sparks of His labor. Others consider them guardian spirits–perhaps Cherubim–who tend to the clockwork mechanisms of the cosmos.
The Starry Expanse is said to be filled with aether, the very breath of God, a magical substance which is lighter than air and permeates the entire cosmos. Great winds are thought to waft through The Starry Expanse, and it is believed by some that that one could sail on these aethereal vapours if one had a vessel that could navigate such a foreboding sea.
Other heavenly bodies aloft in The Starry Expanse include three planets–Mercurios, Elliptus, and Callistus; two comets–Luminos and Daemos, the Celestial Wanderers; and the Wheel of the Zodiac. Each of these bodies is described below.
Note that the planets and the comets, along with the sun and moon, form the Astrological Hierarchy of Seven, while the constellations of the Zodiac form the Hierarchy of Twelve. However, in keeping with the doctrines of the Holy Church of the Divinity, the Royal Observatory and Astrological College acknowledges the supremacy of the Divinity’s hierarchies, and recognizes God as the creator and lord over us all. We regard the astrological hierarchies as subservient in all ways to Him and His Heavenly Host.
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ORBITA MERCURIUM
This orbit describes the path of the planetary body called by the ancients, Mercurios (MUHR-kyoor-EE-ohs), which represents the Pagan God of Wisdom. Mercurios lies approximately one-third the distance between Orbita Lunari and Orbita Heliosum. He appears as a bright, fast-moving body, quite striking against the night sky. His orbit takes approximately six months to make a complete revolution around the earth.
Mercurios is often identified in Divinity texts as the Archangel Lazurai, the Enlightened One, placed in the Firmament by God to inspire the first peoples to look to the sky for the meaning of things.
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ORBITA ZODIACUM
This orbit describes the path of a distinct band of stars known collectively as the Wheel of the Zodiac. It lies exactly halfway between Orbita Lunari and Orbita Heliosum. The band has a most unusual and complicated pattern of movement, and the stars that comprise it, unlike all others in The Starry Expanse, can be seen to move, as recorded by observational markers.
To visualize the Zodiac Wheel’s alignment to the cosmos, one must first contemplate an imaginary, circular plane radiating from the midsection of the earth (the "equator") to the outermost edge of The Starry Expanse (the Orbita Heliosum). This circle is known as the Plane of the Elliptic, and encompasses all Orbita, stars, and planetary bodies.
The Orbita Zodiacum defines the actual points where the perpendicular band of the Zodiac Wheel meets the Plane of the Elliptic. It takes one thousand years to make a complete revolution around the earth within the Elliptical Plane. This motion is imperceptible to the casual viewer, and even skilled astrologers would spend a lifetime recording only a fraction of a degree of its long path.
However, the Zodiac Wheel’s position along the Plane of the Elliptic becomes very important when the concept of elemental energies is brought into the calculations. As I do not wish to stray too far from the original topic, I have referenced some basic principles of this subject in another section below.
To complicate matters, the Zodiac Wheel also orbits the earth perpendicular to the Plane of the Elliptic, arcing high overhead us in the night sky. This unique principle is known as “sidereal” motion, and a complete revolution around the earth takes one full year. The Wheel is divided into twelve distinct sections, known as “houses,” each of which represents one month of the year. A specific House of the Zodiac is defined (or “ruled,” in the parlance of astrology) by an extraordinary and meaningful pattern of stars known as a “constellation.”
See the separate section of this text entitled, “The Zodiac,” for more information on this aspect of the cosmos.
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ORBITA ELLIPTUM
This describes the peculiar arc of the planet Elliptus across the night sky. Its revolution is not perfectly circular like the others, but is more akin to the elliptical orbits of the comets. At its closest point to the earth, its orbit lies roughly halfway between Orbita Lunari and Orbita Heliosum, and at its farthest point, it is approximately two-thirds that distance. Elliptus has an orbital period of eight months. The fluctuations in orbital distance do not seem to have much influence on the power of spells that invoke Elliptus’ name; however, its orbit is a curiosity, given what we know about the subtleties of cosmic relationships.
The elliptical nature of the orbit has a second curious feature as well. Its “sharp” ends, which “point” to opposite Elemental Realms, also revolve slowly around the earth, completing a circuit every five thousand years, far too long to have more than a minute cosmic influence.
No one has yet discerned the causes of Elliptus’ strange orbit, although highly technical and often controversial theories abound. He appears in the night sky as a bright, blue body, larger and fast moving at times (when he is closest to the earth), smaller and slower during his elongated arc.
Elliptus is said to be the Guardian Planet. Why this is or what it means has been lost to antiquity. References in ancient Auldic lore clearly define him as such, however, and the planet’s protective influence in the Astrological School of Magic is undeniable. He is, indeed, a formidable source of power.
Church texts align Elliptus with God’s Herald, the Archangel Azazel. As with the enigmatic leader of the Heavenly Host, these texts have steeped Elliptus’ role in the Heavenly Plan in much mystery and conjecture, as they have little source information from which to draw meaningful conclusions. The universe teems with mysterious and wonderful things that often defy easy explanation.
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ORBITA CALLISTUM
This describes the plodding path of the angry, red giant–The Planet of War, Callistus. Pay particular note to its orbit. Lying as it does more than seven-tenths the distance between Orbita Lunari and Orbita Heliosum, it requires a full one hundred years to march its way around the outermost reaches of The Starry Expanse. When Callistus achieves certain astronomical alignments, times of uncertainty follow, often leading to bloody violence. An important one arrives a mere fifty two years from now, when Callistus will appear at sunrise in the mouth of the Zodiac Constellation, Draconus. Perhaps you, young Prince, shall be witness to its effect.
Callistus’ influence upon the earth is great, and he is able to cause enormous chaos and destruction when so invoked. But his power may also be applied responsibly and with discipline, and powerful results may be achieved. He appears as a grim red light hanging in the sky. His dark spot is sometimes visible on clear nights, and it seems often to be glaring down upon the earth like a great crimson eye.
Callistus is referenced in most Divinity texts as having been placed in the sky by God to inspire and embolden the first people to fight for survival rather than cower in caves. Much later, in the Auldic Age, Callistus was given patronage over martial matters–the art and conduct of war. Later still, Church texts would correctly assign the stewardship of Callistus to the Archangel Enoch, who represents the holy virtue of Duty.
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A Note about Comets
Because both comets pass into the Elemental Planes, most Divinity texts regard them as elemental in nature. It is their opinion that, just as a water-bearer travels back and forth between the village and the river, both comets bring fresh raw elemental material back into the Cosmos. This mechanism was put into place by God when the Cosmic Axis was formed and the entropic forces of the Void began to slowly consume the cosmos over the millennia.
Orbita Daemoni
This describes the path of Daemos, the Dark Comet. It has an extremely elliptical orbit, one with an irregular period of fifteen to twenty years. The reason for such an eccentric orbit is unknown, but is largely ascribed to the effects and stresses the comet is placed under when it passes through the Elemental Planes. This conclusion is derived from the fact that the comet’s path through The Starry Expanse only lasts six months, and that period remains fairly consistent through countless observations over many hundreds of years. The comet itself, actually its tail, is usually visible to the naked eye for only three to four months.
The rest of Daemos’ irregular period is spent deep inside the Elemental Realms of Earth and Water. It is thought to be an enormous ball of cold ice and black rock which, when the comet emerges into The Starry Expanse and is exposed to the light and heat of Helios, begins to burn off in a long, bright tail of steam and debris. When it does suddenly appear in the night sky, astrologers and soothsayers take note of it, and begin charting possible alignments to divine the future. Daemos’ appearance can be an exciting, but often ominous portent.
The Archangel Mithriae is steward over Daemos, and her matronly influence tempers the often troubled nature of the Dark Comet.
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Orbita Lumina
This describes the path of Luminos, the Light Comet. Like its counterpart Daemos, the comet has an extremely elliptical orbit, also with an irregular period of fifteen to twenty years. Also like its sister, Luminos’ path through The Starry Expanse only lasts about six months, although this bright comet is visible to the naked eye throughout.
The rest of the comet’s irregular period is spent deep inside the Elemental Realms of Air and Fire. It is an enormous brilliant ball of gaseous fire, which, when the comet emerges into The Starry Expanse and is exposed to the cold of the aether, begins to burn off in a long, bright tail of smoke and flame. Luminos’ appearance can likewise have great impact, but its influence is far more positive and much less uncertain than that of sullen Daemos.
The Archangel Iago is the steward over Luminos, and his pure and disciplined influence tempers the often aggressive, over-exuberant nature of the Light Comet.
When both comets appear in the sky, an event recorded only twice in many centuries of observation, they bring with them great upheaval and change, both baneful and beneficial. Such dual appearances, regrettably, cannot be predicted.
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ORBITA HELIOSUM
This describes the path of Helios, Lord of the Sun, who provides the earth with heat and light, and directly controls the cycle of the seasons. Beyond the Orbita Heliosum lie the Elemental Realms, and Helios literally skips along their fringes.
It takes the sun one year to complete a circuit around the earth, and he spends three months of that year passing through one of the Elemental Realms. That particular Elemental Realm infuses Helios with its power, and he then bathes the earth in its elemental energies. Each one of these three-month periods is a season, defined by a particular element. Spring is ruled by the Elemental Realm of Air; summer by Fire, fall by Earth, and winter by Water.
The Divinity texts claim Helios was placed in the sky by God to provide the first people with light and warmth, and the ability to gauge time. The Archangel Heliotenethes is steward of the sun, and gives it its name.
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THE ELEMENTAL REALMS
Lying beyond the Orbita Heliosum, these vast regions of raw elemental energy–of which everything is made–perpetually churn and boil. Each occupies a quadrant of the space beyond the sun, and their constant state of activity powers the cosmos. They are truly the grand miracle of His works.
It is their energies which are focused by the sun to alter the seasons on earth. As great Helios makes his yearly pilgrimage around the perimeter of the cosmos, it brushes against the fringes of each Elemental Realm, consuming small portions of it. Helios then expels its rays and vapours, charged with this elemental energy, across The Starry Expanse, ultimately reaching earth and directing the turning of the seasons.
Likewise, the Orbita Zodiacum passes through each quadrant of the night sky every two and a half centuries, vastly influencing the effects of the constellations on the earth. An observer on earth would see the constellations of that season as they appear; however, behind it, unseen because of the vast distances but filling most of the sky, is one of the four Elemental Realms.
The current Elemental Realm which influences the Zodiac is that of Air, signifying a period of change and progress, a time which I would certainly say the King's Realm has enjoyed for the last two centuries. However, within your lifetime, the Zodiac will pass into the Elemental Realm of Fire, which typically signifies a period of loss and turmoil, and sometimes chaos, but definitely a time of uncertainty.
What do the Elemental Planes look like? One could hardly know, as it seems impossible to imagine visiting there. Even if you could cross the vast gulf of The Starry Expanse past the Orbita Heliosum, you would pass into a region of pure elemental energy, likely to be consumed by fire, smothered and crushed by earth and stone, drowned by turbulent water, or ripped apart by an unimaginably powerful storm. Tranquil realms these are not.
The existence of elemental spirits is widely known and has been accepted by the Holy Church as valid. However, these beings do not seem to have proper sentience (at least as we consider it), and they are often mindless and wantonly brutish in their actions, much like nature itself. Therefore, the Church and the Royal College do not advise trafficking with these beings, for either sport or legitimate purpose.
Astrologers can invoke the power of the Elemental Realms to some good effect. However, our ability to control these forces is limited, and their use can be extremely dangerous and destructive.
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THE HOUSES OF THE ZODIAC
Because the earth is a sphere, it can be divided into four hemispheres of equal size. By first dividing the globe into two halves, one above the Plane of the Elliptic, and the other below (or, north and south), and then dividing each of these halves into an eastern and a western quarter.
The King’s Realm is situated in the north-western hemisphere, and as a result, we only ever see one-quarter of the night sky. This limitation means that, at any single time, at any single point on earth, an observer will only be able to see three of the twelve Zodiac Constellations in the sky. One of these is “rising” above the north horizon (or, in “ascension”), one is directly above us (or, at its “zenith”), and one is descending to the southern horizon (or, in “declination”).
As one constellation declines below the southern horizon, a new one crests over the north pole of the earth, signifying the arrival of a new month. The twelve Zodiac Houses are likewise grouped by threes into each the four seasons–spring, summer, fall, and winter.
The spirit beings represented by the Zodiac are extremely old and are universally believed to have been identified from ancient source texts by the Auldic peoples. Somehow, this knowledge survived the Seven Cataclysms, the Dark Ages, the Pagan Age, and into the modern-day.
The constellations have significant meaning and influence on the practice of astrological magic, and are thought by most astrologers and religious scholars to have been placed in the Firmament by God as a way to instruct the first people in the annual turning of the seasons.
While the Holy Church does not recognize the Zodiac as a legitimate spiritual essence of God, they respect the acknowledgment of the Zodiac Wheel as reliable astrological markers for measuring the months of the year. They view the “personification of random alignments of stars” as a quaint holdover from ancient, less-illuminated times.
The Royal Astrological College, on the other hand, believes that nothing God does is random, and therefore regards the Zodiac signs as sources of spiritual power. Where they reside in the divine hierarchy is unclear, but the existence of twelve signs would suggest equivalence with the Seraphim, the Holy Saints. The Church adamantly denies this, however, and refuses to assign a Saint to a particular Zodiac sign.
The accounts and descriptions of the constellations’ various influences and effects on people born in certain months, under certain Zodiac Houses, are too numerous to catalog in this primer. In summary, the month represented by a constellation is the month in which that constellation is at its zenith.
The following are brief descriptions of each constellation, including their earlier Auldic and Pagan origins.
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DRACONUS, THE CELESTIAL DRAGON
His House is in Wintersend, the first month of spring. The sinuous dragon is said to be the servant of Mercurios, and he represents wisdom, enlightenment, learning, and transcendence. The Pagans regarded Draconus as a highly-cultured scholar who taught the Auldic peoples the societal arts (politics, mathematics, science, and literature).
Various accounts sometimes describe him as tempting ancient man with the double-edged gifts of “civilization.” While he is not said to be evil, it is clear that the Pagans had a deep mistrust of Draconus; in their tales, his lessons carry unforeseen consequences, usually to the dismay of some unfortunate innocent.
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SPIRUS, THE TOWER OF THE SKY
His House is in Firstgreen, the second month of spring. Less a personification than a metaphor for a spiritual haven, Spirus inspires a state of calm reflection, often depicted as either a spiraling labyrinth (signifying internal reflection) or as a tall tower with a spiral staircase within or without. The tower represents healing and health, virility (an obvious phallus), defense (against infirmity), and the cyclical nature of the universe.
Ancient Auldic and Pagan sites are covered with spiral petroglyphs, indicating widespread worship of Spirus for good health and protection. Some religious scholars see Spirus as a predecessor of the concept of the Heavenly Palace, while many astrologers associate the constellation with portals, gateways, scrying, and divination (as in, the gates of Heaven are open, revealing things to mankind). Others point to the rapid growth of plants and the increase of mating urges during the height of spring to be evidence that, indeed, the Heavenly Palace is bathing the earth in its positive energy through the “open door” of the House of Spirus.
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EQUINUS, THE HEAVENLY STEED
His House is in Goodrain, the third month of spring. He is said to be the mount of Orion the Hunter. The regal horse is often depicted with great white wings and hooves of cloudy vapor. He represents justice, balance, steadfastness, honor, and nobility.
The great Ruenoir d’Argent, grand-sire of the Sheval line of dukes and the first knight of the first Wreath King, was born during the month of Equinus. Some believe the infant was thus blessed by the constellation’s influence. Whether or not this was the reason for the family’s love of horses, the coincidence is striking, which also mirrors Equinius’ representation of justice and the family’s reverence for St. Just the Lawbringer.
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CERVIDAN, THE GREAT STAG
His House is in Longdays, the first month of summer. He is said to be one of Orion the Hunter’s mythological prey (the other being Ursus, the Great Bear). Cervidan is always depicted as an ashen white, perhaps ghostly, stag of immense beauty and nobility, with a rack of antlers which reaches into the heavens.
According to legend, mortal hunters who saw Cervidan’s visage found themselves unable to pull their bowstring in his presence. He represents truth, revelation, piety, and primality.
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CHASTIENNE, THE EMPYREAN MAIDEN
Her House is in Celebrat, the second month of summer. She is the eternal chaste virgin, forever awaiting her suitor Orion, who never seems to return from the hunt. She represents vitality, purity, femininity, and perfection.
She is said to be the mother of Elucidar, the first Auldic Emperor. Pagans greatly revere Chastienne with many courting festivals, for this month is the time when women of old were expected to tend the villages and gather food, and faithfully await their men, who roam far away on their hunts.
Gladwain's bride, Gwynhyfyr, mother of Caedmon, the first Wreath King, is often likened to Chastienne. For this reason, every Maiden of the Forest selected to be queen must have been born under her Zodiac House.
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THE TWINS, UUAT (THE BROTHER) AND CLYMESTRA (THE SISTER)
Their House is in Latesummer, the third month of summer. The siblings are usually depicted as constantly scheming and struggling against the other, unless threatened from outside forces, when they defend each other vigorously. They represent both opposition and unity, duality, and intrigue.
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PETRUS, THE DWARF
His House is in Turnleaf, the first month of fall. Petrus is a grand architect and master craftsman whose skills are legendary. Legend says he wandered the world, visiting the various courts of men and teaching them his arts.
He represents travel, labor, discipline, endeavor, and wealth. He is often depicted as either of the dwarf race or as a human of extremely short stature. In any case, the dwarves consider this constellation to be the image of Moradin, the chieftain of the Hierarchy of Seven in the Duervolk Mythos. Likewise, they view the constellation we know as Chastienne to be that of Berronar, Moradin’s wife.
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URSUS, THE GREAT BEAR
His House is in Harvestmoon, the second month of fall. He is said to be one of Orion the Hunter’s mythological prey (the other being Cervidan, the Great Stag). He is depicted as a colossal cave bear, which fearlessly pursues the Great Stag, unaware that he himself is being hunted. He represents courage, relentlessness, and boldness.
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ASPIS, THE ETERNAL SERPENT
His House is in Feasting, the third month of fall. The serpent is described as a wily trickster, sharp-tongued and charismatic, often seducing others to his own ends. He represents emotional influence, disorder, and baseness.
Aspis is thought by the Njordic barbarians to be a stellar representation of Jormungandr. Because serpents are in complete contact with the ground, he is also associated with the earth (another allusion to Jormungandr, who is said to sleep beneath the ground).
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PISCUS, THE AETHEREAL CARP
His House is in Longnight, the first month of winter. Piscus was thought by the Pagans to be a powerful symbol of the enduringly bountiful power of nature, fish being an ever-present and easily captured source of food. He represents restoration, order, and constancy.
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ORION, THE STARRY HUNTER
His House is in Baretree, the second month of winter. He is the Master of the Hunt, stalking the heavens with his bow drawn and ready. He is in constant pursuit of Cervidan and Ursus, and will not rest until they have been slain. He represents awareness, eagerness, initiative, and ambition.
Ancient people revered Orion as the masculine ideal, and he was considered a great hero. According to legend, he is the father of Elucidar, the first Auldic Emperor.
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BOVUS, THE COSMIC BULL
His House is in Northwind, the third month of winter. Bovus is depicted as the provider through the cold dark winter, nobly sacrificing himself for the benefit of others to consume. This is exemplified by the Pagan tradition of sacrificing a bull on the winter Solstice. He represents willpower, mana, centeredness, and action.
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A Note About the Following Text
Our model of the universe would not be complete without a discussion of the Cosmic Axis, counterbalanced at either end by massive sources of positive and negative energies, which provide stability and momentum to the Cosmic Mechanism.
The existence of this Axis and its sources of power are not in dispute. Mathematical calculations conducted not only by the Royal Astrological College, but also by several notable schools of sorcery, provide empirical proof. A long literary and philosophical tradition, including some few Auldic texts which survived the Seven Cataclysms, also bears this out.
What is occasionally disputed in some circles is the existence of certain metaphysical realms said to have formed around the polar ends of the Axis. These realms can not be seen by eye nor lens, and can not be quantitatively proven. However, it is the opinion of the Royal Astrological College that, based on the aforementioned literary and philosophical traditions, such spirit realms do, in fact, exist, and should be considered in any complete model of the universe.
THE COSMIC AXIS
This feature formed when God set the mechanism of the universe in motion. Elemental energy, floating free and unfettered in the early cosmos gathered in the outermost reaches of the sky. The sun was sparked, and many of the objects in the heavens were set in place. All this busy activity spun around a central point, much like the wheel of a cart around an axle.
The Axis attracted positive and negative energies, which were co-mingled in the primordial soup of the nascent universe, similar to how a metal rod attracts lightning. Positive energy rose upward, coalescing into a vast realm of light. Negative energy sank to the other end, pooling into a ravenous, oppressive realm of darkness. This opposition of energies keeps the Cosmic Axis constantly charged and perpetually turning the cosmos.
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ARCADIA, THE SACRED REALM
This mystical region lies somewhere between the Earthly Realm and the Heavenly Spirit Realms. It is here where the souls of Pagans and followers of subordinate religions are thought to journey at life’s end, rather than ascending to the Heavenly Palace to sit at the feet of God. Here, in Arcadia, these Pagan spirits wait to return to earth in a never-ending cycle of life, death, and re-birth, never to transcend to a higher state.
This realm of ghosts is thought to be the source of low magick, and certain, enlightened heroes are said to be able to visit there and return. It is also said to be where the Priestesses of Avondale spirited Caedmon Goldhelm away as a babe, there to raise him to become the first Wreath-King. Upon his death, he returned there on a funeral barge.
Fabled Arcadia is said to be a mirror of the Earthly Realm, albeit a primeval one, filled with wonders and perils both fantastic and terrifying. There are no nations or governments there, only vast stretches of wilderness, peppered with sacred sites and fabulous ruins, many of which are said to have their counterparts here on earth. These spots serve as portals between worlds. Legend says that somewhere in Arcadia is a great mountain, its summit shrouded in perpetual cloud, which guards a golden staircase to the Heavenly Palace.
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MALEBÔLGE, THE INFERNAL REALM
Literally, the Pits of Hatred, this dark realm is somewhere between the Earthly Realm and the Rings of Hell. Here is where the wicked and sinful end up after death, there to suffer eternal penance until the Last Day, when they will be cast into the Void. This horrid place is the source of diabolic and black magic, and many vile creatures live in its stinking, charnel trenches. Like Arcadia, mortals are said to have journeyed to this underworld of the damned and returned.
Some of the deepest pits are, in fact, tunnels to the nether-realm of Hell, and the demonic inhabitants of that cursed place emerge from those great smoking shafts. Dis, the infamous City of Iron, is said to lie at the heart of Malebôlge, surrounding the largest of the pits.
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THE HEAVENLY PALACE
The Realm of Light is the dwelling place of God and His Heavenly Host. It is the source of spirituality and piety on earth, and it is where the most pious souls go after death to dwell in the presence of the slumbering Lord.
It is a place that no living mortal is meant to visit, although the Books of Erasmus in the Libram Sancti do tell of his journey to the Heavenly Palace as a mortal prophet, escorted there by the Archangel Azazel, and his subsequent illumination as a Saint.
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THE NINE HELLS
The Realm of Void is a place of utter darkness and despair, and the most sinful and impious souls are sent shrieking into its black depths to suffer eternal torment of the worst kind. It is the source of evil in the world, and the vilest of beings draw from its dire energies.
It is from here that undead creatures draw their strength, and great nether-beasts are said to dwell among the black crags and cliffs above the yawning black maw of the Pit of the Void.
It is thought by most Divinity scholars that, should a mortal somehow overcome the inhabitants of this Realm to gaze upon the Void in its dire magnificence, he would be laid bare and devoured instantly, his soul ne’er to be recovered.
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