Showing posts with label s:Balduren. Show all posts
Showing posts with label s:Balduren. Show all posts

Du of the Hills


Du was a Tribal god of the Nandi who was incorporated into the Grand Temple of Westrun. He was also one third of the triad of patrons which was said to protect the City of Balduren. He is called "Eye of the Hills" by his friends.

Du appears as an extremely tall, elderly one-eyed man leaning upon a staff. He is unarmored but his magical staff is named Sylarros. It is an intelligent weapon and capable of independent aciton. 

When he removes his eyepatch Du is able to use his vacant eye socket to see any distance on the prime material plane.

Du has the power to grant Wisdom to anyone he touches with his staff for a period of one year. Alternatively, he can grant extended sight which allows a person to view any spot or object up to one mile distant as though it were ten feet away in broad daylight, even in dead of night.


Bal the Horseman


Bal was a Tribal god of the Nandi who was incorporated into the Grand Temple of Westrun. He was also one third of the triad of patrons which was said to protect the City of Balduren. He is called "Son of the Wind" by his friends and enemies alike.

Bal appears as an middle-aged warrior wearing leather armor. He has two weapons which he wields alternately: a lance and a sword. He wears a magical girdle which grants him the strength of giants.

While mounted upon Viyaminor his six-legged steed, Bal cannot be damaged by nonmagical weapons and regenerates wounds. His steed never tires and can carry any burden in its limitless saddlebags.

Bal has the power to grant the riding ability to anyone he touches for a period of one year.

He has the power to grant additional traits to any mount he touches.

History of Man -- Book I: Westrun Part 1


In Westrun the nomadic tribes of men spread out across the land. These were collectively called the Nandi and each tribe had its own law and own ruler. Before them retreated the Elves, Dwarves, Gnomes and Halflings, but the Urok of the Saltmarsh (what would later be called Talir) had a fortress remaining in the place they called Edgewater and from there they staged frequent raids against the humans, all but daring the Continuum to act.

By 3100ey, the human tribes of Sak and Tari had given up their wandering for fishing and raising crops on the Eastern slopes of the Grene Mountains. Far to the south and west, the Bal had done the same near the Cape of Salorgard. Their chieftains and kings were as common as copper nails. But, they were not the only humans of Westrun, for some had been tamed and kept as servants by the Vyrum, and some of them remained in the Alds – the abandoned metropolises of the previous age.

Little is known of Ald Biye. Some of the humans who once lived there are said to have taken shelter among the High Elves of the Mistwood and even intermarried, giving rise to Panamir – the so-called half-elven people. Some from Ald Biye joined the Nandi tribes -- their offspring became men of note among them. Many heroes and princes would come from that line. The Ald itself remained vacant and the elves permitted none to enter that pace. In time, even the stones would be plucked up and put to better use.

Ald Saloren had been the home of Vyrum heroes, where cavaliers on horseback once raised and trained their steeds. The walls and architecture of that city showed the great respect the empire held for horses. The towers were built in the semblance of equines and the Ald boasted two colossals -- a stallion and a mare which still flank the main gates of that metropolis. But by 3000ey the city was empty and its gates were left wide. The men of the plains foreswore its walls, as they were superstitious and believed a great curse would befall any who tried to live as the Vyrum had.

Ald Morin, however, was still home to the Tren. When the Vyrum empire fell into ruin, the Tren remained and lived off its former glory. They only sallied forth to trade with their wild brethren the Nandi who migrated back and forth across Westrun. The Tren had secrets in weapon smithing and great foundries with which to work their metals. This made them valued trading partners and they were careful to guard their secrets closely. They had one king in those years – a man chosen among them who had been high in the counsel of the Vyrum and was called Etru the Wise. Under his rule, they traded weapons and tools for the goods which the Nandi carried. They relied on the height of their ancient walls to keep their rivals at bay. For this reason, Ald Morin would also be called The City of Stone and would eventually lose its Vyrum appellation to the one the Nandi preferred -- Treft.

In a bend of the Red River on the Ascari Plain, another settlement out of the Nandi was taking shape. By 3190ey it was encircled by a wooden palisade. The City of Wood was a contrast to its rival a fortnight away -- the City of Stone. It's people also traded with the Nandi.

The Nandi were in conflict with one another as they competed for hunting ground. Of perhaps fifty tribes, only the names of the Nadi, Sahna, Numin, Shina, Anis, Duvi, and Rathor come to us from the northeast; while the three tribes of Aras, Du and Ren roamed the grasslands to the southwest. Of the other elder races, little was heard, save the Urok, who pressed their claim to Westrun and especially Ald Morin repeatedly. While mankind had the numbers to bolster their claim, the Urok had many long millennia of stratagem and war to enforce theirs.



History of Man -- Book I: Westrun Part 2

In the Spring of 3222ey, the Urok of the Saltmarsh began attacking both cities of men, as well as raiding the tribes of the Nandi. The Urok had long demanded tribute from the humans, who chaffed under this burden and finally declined to pay. Humans responded to the resulting raids with military force and the First Urok War was joined. It lasted for three years and ended in the Winter of 3225ey with the defeat and dispossession of Edgewater Fortress. Humanity declared victory and the Urok retreated to the Saar Mountains, finding grudging hospitality among the Dwarves of Dynkyr.

Peace would last six years before the coming of the Urok Warleader Hareg Greatjaw. He promised to restore the Saltmarsh to his people and rallied a great following. In 3231ey, finding common cause with Ogurf of Graymantle Hills, he led a series of daring raids to start the Second Urok War. Within two years his forces took possession of the Saltmarsh, Treft (renaming it Ald Morin) and lay seige to the City of Wood. 

Many words have already been written about the Fraternity. Justice to their entire story cannot be done here. Nevertheless, during the Second Urok War while they were still a small team of cattle thieves and saboteurs, they were called Rodalon's Rangers. This team assailed Greatjaw and his supply lines to such an extent that the Urok host were forced to quit the City of Wood. After that success the band of cutthroats and vandals added many recruits to their numbers and their operations greatly expanded, extending even to open warfare. By 3239ey the Rangers had dislodged the Urok from Ald Morin (renaming it Treft) and skirmishers harried them along their entire retreat to the southwestern plains. Hareg Greatjaw himself was slain.

Once expelled onto the plains, the Urok took hold of the long-abandoned Ald Saloren and ended their retreat. The Rangers, far from home and on unfamiliar ground, could not prevail against the massive walls of the abandoned metropolis. After a siege of two months, Rodalon's men returned to Treft and City of Wood and eventually disbanded.

Peace returned to Westrun for nearly a decade. Greatjaw was replaced by a string of lesser leaders until Oguron son of Ogurf became the Paramount of Ald Saloren. For seven years he gathered Warleaders from across the Four Lands and became general of a mighty host of Urok. The tribes of men in the Southwest were sorely pressed. The Aras, Du and Ren were pushed farther West, while the Bal were dispossessed entirely -- its refugees seeking refuge further East.

By that time the rising tension attracted the attention of the Besnir. Many debates were held on the wisdom of their interference. Centuries of war made them reluctant to join it again. So it was that the Hierophants of the Continuum made themselves known to the tribes of men. Called the "White Robes" they encouraged humankind to reconstitute their Rangers and offered them the gift of their naturia -- secret magic held closely from the days of the First Age.

Prepared with Hierophants naturia, the Rangers rose once more to safeguard the peace. Tensions steadily grew until 3248ey when the Urok and mankind once again went to war. Despite the new powers of the Rangers, the Third Urok War saw many early gains against the humans. This continued until the pillage of Dun Dynkyr, a miscalculation by Oguron, and a watershed in the war. Thereafter mankind was steadily reinforced by angry Dwarven militias until the Ranes of Oromir and Dynkyr were forced to send regular companies to assist. 

The Urok had their first great defeat at the Maple Vale and then again at Clandbur River. From there a long string of losses saw their retreat back to Ald Saloren. Even that refuge was denied them. The armies of man rooted out their foes after a successful siege aided by Dwarven sappers. All of the captive Urok were then force-marched on the Bitter Passage, with a son of each Warleader taken as ransom. The last day of that march, when men stood on the Graymantle Hills, was the first day of Spring 3259ey.

The next decade was a period of uneasy peace. The Rangers were a standing army without loyalty outside of their brotherhood. This worried many chieftains and princes among men who called upon the Grand Hierophant to negotiate for their disarmament. The Rangers complied reluctantly with calls for them to lay down their arms and become a reserve force, calling themselves the Fraternity.

For the last twenty-five years of the 32nd century, Larec Redfist became a dominant power in Westrun. As great chief of the Rathor Confederacy, he controlled the territory between the Brownbeck and Wody Rivers. This put a vast swath of land between the City of Wood and the City of Stone (Treft) under the control of the Rathor and meant tribute could be exacted from nearly all trade, back and forth.



History of Man -- Book I: Westrun Part 3

The 33rd century saw the arrival of the Fahr humans in Westrun. The Fahr were a great stock of Northruners with fair hair and great stature. Their own legends said that they were the bastard children of giants who generations earlier were pushed out of the artic snows. Those who settled in Westrun were pushed South by competition among their clans, or were perhaps drawn by the lure of agriculture over hunting and raiding. Whatever the case, there were two main settlements straddling the Silverlode Mountains: Wanderhalt and Sudland.

Wanderhalt was encircled with great timbers hewn from evergreen forests and under the control of a single Jarl. Sudland was a loose collection of farming freeholders who went as far South as the City of Wood permitted -- generally the north banks of Red River. Wanderhalt was entirely too remote to be of concern to the Nandi of Westrun, and because the men of Sudland were content with living peaceably in their new homes on what was considered only seasonally viable farmland, they were allowed to thrive on the north fringes of Westrun.

Over the course of the next century, the Jarl of Wanderhalt established himself as credible Westrun nobility, even if foreign born. The men of Sudland struggled among themselves to establish what might be considered a permanent noble house.

The fishing villages of the Bal consolidated and finally put aside decades of superstition to occupy Ald Saloren, renaming the city Balsrest and slowly becoming the preeminent power in the Southwest. 





History of Man -- Book 1: Westrun Part 6

In the 600 years since the proclamation of the Grand Hierophant at Dovaris, mankind had indeed proved himself to be the obvious successor to the Vyrum. While they lacked the sophistication and learning of the previous age, they had an obvious gift for fertility. Three times, the more experienced and more tactically sound Urok had been repelled by the men of Westrun. Those victories were based on attrition as much as on any other factor. While the Urok had fought themselves to near extinction after three conflicts, the armies of man were able to completely rebound within twenty years.

Not only did they have numbers on their side, but the human capacity for death and loss proved to be greater than any the Besnir had ever seen. The Urok were by no means alone in this observation. Factions of the Dwarves and Elves were horrified by the way in which many humans abandoned their dead and even failed to mourn them for the decades required in Besnir society. Among the Besnir it was not uncommon for a mother who lost a child to forego the rest of her years of fertility. 

Most frustrating to the Realms was that within a decade, mankind could forget alliances and treaties and even a state of war. Agreements made between a Rane and a human king might not survive the birth of the king's first heir, let alone his coming to power. Treaties between the Mistwood and Sak were in a state of continual reinforcement, with the elder race providing reminders by way of gifts. In this way, their borders were made sacrosanct. The Dwarf of Oromir and the Lord of Sudhall memorialized their treaty with a construction of a massive keep using the artistry and craft of the Dwarves, which no man could gainsay. 

Rath too was beneficiary of such an arrangement. When the King's men uncovered a centuries old well-intended, but sacrilegious burial of Dwarves, he returned those remains to Dynkyr. This single act was well-received for there were many still alive who missed their kin and wondered about their final rest. In this way, the King of Rath earned great respect and gratitude from the Dwarves though there were few enough humans who even remembered that Dwarven militias had helped at the Third Urok War. The prevailing opinion that mankind had no memory, compounded the generosity of this gesture rather than diminish it.

All was not peace in Westrun during the 36th century. Small scale war continued between what few Urok remained and the tribes of the Balduren Confederacy.

3600ey the monarchy of Treft was toppled after the assassination of its king who did not leave a clear heir. Various pretenders to the throne rise and fall before the city declares itself a democracy and the light of the world.

In 3605ey the Jarls of Northrun cast a jealous eye on the growing prosperity of Wanderhalt and Sudland. A decade of raids and war followed. During the height of these conflicts, the timber fort at Wanderhalt was taken and its lord was sent into exile, not to return on pain of death. The Lord of Wanderhalt went through the Silverlode Mountains into Sudland and appealed to the Lord of Sudhall for assistance. 

In 3618ey at the Gathering of the Fraternity, the Lord of Sudhall petitioned the Rangers to retake Wanderhalt for its exiled lord. In stirring them to action, he also extracted an oath of everlasting fealty from its lord. Two years later, Wanderhalt was retaken and the daughter of the Lord of Sudhall was married to the son of the Lord of Wanderhalt -- linking the two nobles thereafter.

3622ey Arepos, the former court magician of the King of Treft resided in the Mistwood since the king's death and ingratiated himself to the ancient Llormaster and librarian there. After stealing the ancient Scrolls of Alobal and taking them back to the kingdoms of men, he ignites a war between Treft and the Elves which leads to a one year siege of the ancient ald. To resolve the siege, the City of Treft consents to surrender every scroll and slip of paper in the city, loading them on carts and sending them out to the waiting Elves. The scrolls are not recovered.

3627ey The Dweomersecte is founded with a tower in Talir. Within weeks of completion, this tower is burned by what some say are Elvish saboteurs. In 3647ey the second tower of the Dweomersecte is completed in Menea. This tower is also burned within weeks. A third tower is located near Sudhall and comes under the protection of Oromir, after negotiation between Elves and Dwarves, this tower escapes damage, but Arepos himself is found dead (believed assassinated) in 3651ey. Sarseer is declared the new Archmage of Westrun.

In 3686ey the Urok make an unholy alliance with the Dweomersecte. Under the Dread Foulness, they begin to give themselves over to simple, savage propagation -- hoping to beat humanity at their own game. This magical reproduction gives rise to animalistic goblins who hate the banishment of their forebears and eventually vow eternal war on all the other races. In one hundred years, no Urok will remain and all will have been replaced by their goblinoid descendants.

The Vicenary Ports Pact upon the Seven Seas

In the estimation of the seafarers, the ideas of  kingdom and border and fealty are overrated. To them, all that matters is the fulfillment of contracts. The movement of cargo and passengers from one port of call to the next is the highest law. Piracy is the greatest breach of it. Between the various port cities is where fortunes are won and lost, one nautical mile at a time. The only governance such men tend to recognize are the ruling authorities of the various ports.

To promote trade and to establish a common set of rules, the Vicenary Ports Pact was negotiated between twenty recognized cities the world over. The Pact creates a loose confederation between the cities and establishes a charter to govern their agreed upon Law of the Sea. The Pact provides a means to pay tariffs that are due inland. It also establishes a way to insure cargo, to certify bills of lading, and a way to negotiate fees with the guilds. The Vicenary Ports Pact also establishes a small navy (and a corps of marines) which can be augmented with privateers. The latter type will operate under letters of authority to conduct reprisals, if necessary.

This system of governance is influenced heavily by the Satrapies of Southrun, from which it draws both its inspiration and its reverence for free trade. Not surprisingly the Seaman's Argot (the thieves cant of the sea) is influenced heavily by the Dahlese language of Southrun. All documents, charters, and licensing is written in the Argot.

The Pact is administered by the Vicegerents (representatives from each of the ports) who are headquartered in Sabaha and act from high atop the Ivory Tower. There the twenty men and their various undersecretaries administer the Pact and command the Vicenary Navy and Marines.

Each port has a local authority vested in the Viceroy whose job it is to receive a bills of lading and to grant a clean bill of health to ships, and his Vice-admiral whose job it is to command the local fleet of the navy and the company of marines, and his Vicereine, whose job it is to dedicate ships.

The Coin Barns of the Oxmen

The common name for those buildings in use by the most popular banking system in Erenth, the Coin Barns are administered by a peculiar society in league with Church in Westrun, and are under the protection of the famed Oxmen. The Coin Barns are the clearing houses for most writs the world over. They charge a 1% fee for those transactions.

Deposits and withdrawals can be made at locations in

The Coin Barns will take any deposit of any coinage. Withdrawals can be made at any location, but they are not allowed until a 90 day waiting period has elapsed. After that initial waiting period, amounts can be withdrawn on any Firesday, after notice has been given on the previous Moonsday.

For some, the greatest service that the Coin Barns offer is to vouchsafe (by the honor of the Oxmen) the average size of their depositors accounts per annum. Far from being seen as a breach of privacy, this actually allows nobility and other institutions to determine how credit worthy their potential customers and trade partners are.

The Unloved



The Unloved are a famous infantry guild in an area known for its cavalry culture. For this reason, they are often hired to do the tasks considered beneath the proud mounted soldier. There is also the matter than most of the members are non-citizens, in many cases drawn from the castaway children the harsh culture of Balduren produces.

The Unloved are primarily a light infantry company when fighting in formation.

The Colonello is Firan.

The Guildhall is located in Balduren.

College of Drawmij

The college of Drawmij is located in the City of Balduren, in the Kingdom by the same name, which is one of the Eight Kingdoms in the Land of Westrun.

Drawmij One of the Circle of 8.

The Primus is Eque. The students wear white robes with blue hoods.

The Oxmen have rated the college at 23 gold bars.

The City of Balduren

Located in the Kingdom of Balduren in the Land of Westrun, the City of Balduren is the capital city of Balduren and the home of the Ancient Council of Marchmasters, permanent advisors to Balduren's monarchs.

The fields around the city are notable for their unplowed and fallow look. They are filled only with the coarse wind-swept grass that Balduren's horses and buffaloes find appetizing but upon which little else can successfully feed. These two animals are the only livestock Balduren knows and while its buffalo is considered a delicacy to locals only, its horses are in high demand everywhere.

The city is built on a narrow peninsula about 10 miles wide, that juts southward into the Great Sea. It is renown for its massive 200 foot walls beyond which it is impossible to see, even from a great distance. The only recognizable features from without the city are the nine towers, each of which is built in the semblance of a massive horse. It is a port city, but the twin harbors (East and West) are offered no protection from the city's defenses. Two brick-lined roads -- the only paved roads in all of Balduren -- lead from the harbors to the Southern-most gate of the city.

Balduren is a port city, from which many set sail to Southrun taking the Crescent Route. Though the city is held in high esteem by the people of that land, for most civilized people it is peculiar place. Is churches seems strange, its mores are harsh and its people unforgiving.

It boasts some 60,000 residents, and is the home of the Great King Belasarus and Drawmij the wizard.

Magister Drawmij


Arrogant : Elitist. Scheming.
motto : Never judge people by anything, but their actions.

Drawmij's tower is relatively short by Westrun standards, but it holds the distinction of having a vast basement that extends beneath the sea. These lower levels reportedly have glass walls that allow those within them to observe the denizens on the sea floor. Rumors persist that Drawmij has contact with mermen and sea elves. Still more rumors persist that Drawmij has the use of a vessel which travels underwater as easily as upon its surface.

It is said that Drawmij is obsessed with time and the passage of it. He has spent most of his years researching and developing means for using time as a tool and as a weapon.

A member of Circle of 8, Drawmij is most interested in preserving the status quo of power among the powerful wizards of Erenth.