To His Royal Sovereign, Kind Brathus of Menea
From Cheedle, his servant and accountant
I have completed my journey across the Narrow Sea and made my way across the Ramparts to the vast steppes which lay beyond. I have spent six summers here in this place and while I have come no closer to finding your missing silver, I have many answers to the questions you asked when I was your accountant. You will recall that it was your firm wish that I determine the point at which "seventy two gold bars was rendered into mere dust." I have not found that point, nor do I believe it exists.
Contrary to your misapprehension of this land, there is no merchant or bandit here who runs this vast land. The traders of this land do not journey over long distances, as we are used to in Westrun. Rather goods are moved in much smaller increments and over much shorter distances under the "protection" of various Warlords. These Warlords, or Wangs, each charge a mark up for the safe passage of goods through their area of influence. By the time 72 gold bars of material reaches the opposite end of the continent, it may only realize 35 gold bars in buying power. Then, the return trip may be equally as costly.
Just as there is no particular bandit in charge, it is equally a mistake to call this place, Shu. For I have learned that Shu is but one metropolis in the river valley that shares that name. I haven't been there, as unlicensed visitors are treated to death, but I have looked upon its walls and seen it first hand. I can attest that it is considerably more massive than Menea, and even several times larger than Peakshadow. If I were to set out across Shu at daybreak on the first day, I might not reach the opposite wall before noon on the third. That is no exaggeration.
Shu is ruled by a woman who styles herself an Empress and while she controls much of what happens in and around the metropolis, the vast swaths of land between her city/state and the two others which occupy this continent is settled by a never ending contest among nomadic tribesmen.
The tribesmen make up a nomadic society which is divided into competing tribes of warriors numbering between 50 to 1000 males and perhaps twice that number in women and children. Each tribe will have three times that number in horses -- which are held in almost as great esteem as the women and children.
Generally, a tribe is made up of a group of males with some common familial bond, but the tribesmen also have a method by which proven warriors are sometimes brought into a tribe as Andari, or blood-brothers. Each tribe is made up of two types of members, those that fight and hunt; and those who raise infants and make homes. The former are called the Batari, the later Ordari.
The tribesmen rely on animal husbandry to survive, but also subsist by frequent raids and extortion of the city/states to live above the sustenance level. Because of their ferocity, they are feared across the continent. Their mobility makes them extremely difficult to defeat militarily. In very lean times they have even been known to cross the Pillars of Heaven a.k.a Ramparts and raid the Provinces of Westrun. To be spared this indignity, the Provincial Governors all pay quiet tribute in much the same manner that the Empress and the other two Emperors do.
The tribesmen have a peculiar use of horse and archery that has made them at times seem invincible to larger, more stationary armies. Under particularly gifted Wangs they have been capable of humbling opponents many times their numbers. From time immemorial the tribes have wandered across the Steppes of Eastrun which they call the Grass Sea. A flatland of thick turf and few trees, the Steppes support herding and animal husbandry, but little in the way of permanent agricultural settlements. The noteworthy exceptions are the three major river valleys of which Shu is but one. The others are called, Miyabe and Chiro.
Like the men of Balduren in our own land, the men of the Steppes are said to be born in the saddle. While this is very likely untrue, it is nonetheless an accurate description of their riding prowess and the reliance on the horse that is peculiar to their culture and to their land. The Daizu drink the milk of the mares and eat the meat of the animal. They burn its dung for cookfires, use its hair and sinew for bowstrings, and harvest its skin for their clothing and shelter. The saying, "A man without a horse is like a bird without wings," is a famous proverb among the barbarian.
The tribesmen do not ride in saddles, but upon thick blankets. It is the mark of a warrior to remain astride a mount and those that are unable due to injury or illness are considered a liability to the whole tribe. It is not uncommon for a warrior to keep two or three mounts for his personal use, riding one until it is tired and swapping out a fresh mount tethered to his first for that purpose. In this way, they are able to cover long distances, sometimes as much as 100 or 125 miles in a single day's ride.
Riding is everything to this people. A tribesman is expected to remain in the Batari, raiding and going to war until his 60th Summer. Beyond that, he can remain among the Ordari as an honored veteran until he is unable to sit astride a horse, hunt for the tribe, or able to see to his own care. When his infirmity reaches that point, he will be left behind as the tribe moves on. His body will become meat for the wolves and other creatures of the plains.
Widows are highly honored among the Daizu. In the Fall following the death of their husband, they will be matched with a young male of their choosing who will be joining the Batari next spring. The warrior to be support her and her children and forego a new wife until she has passed. Given the warrior culture of the Daizu, it is not unusual for a woman of the Ordari to have two and three husbands in a life time.
As for their religious beleifs, the tribes seem to have little. There is a wonderful treatise on this matter I found in the library of Old Cambris. I recommend it highly. The Four Winds of Eastrun was my first foray into this land.
The tribesmen live in tents of horsehide called gerg. The gerg are round and thick, excellent for warding off rain and wind. Considered cool in the Summer and warm in the Winter. As many as two dozen people will sometimes occupy a single gerg. Livestock is always left to the elements.
The women and horses of the nomads are considered non-combatants and may be taken as spoils of war, but it is considered a grave affront to Heaven to kill either unnecessarily. So assiduously are these strictures followed, that the women and spare horses of a tribe are often left unguarded while the Batari goes hunting or on a raid. This does result in them sometimes being carried off, but as they are given a place within their new tribes they may even sometimes cooperate with their captors to better their position in life. On the other hand, men are seldom made captives. They are often put to the sword unless they have shown themselves worthy of adoption into the tribe.
I recall that you expressed some interest in the livestock of Eastrun. Outside of the cities, there is none, save that of the horse. The Steppe horse is much shorter than those steeds of Westrun. Standing about 12 to 13 hands, it is a short-legged creature with a large head and a great shaggy coat. This breed of horse is never shoed, nor fed, but always forced to graze on its own. As a consequence they are a hardy breed that need little in terms of care and upkeep.
The other beast which still provides meat and fur is greatly diminished in all but the Northern extremes of the land. The so-called Margon is a giant four-legged beast with a great trunk and massive horns. Shaggy as the horses and possessed of some intelligence, these beasts travel in long migrations from one end of the continent to the other, often Summering above the ice shelf and only coming down on the plains in the cool of the Winter. Every hunter dreams of being in on the kill of a Margon and considers it a life goal, but once a kill is made, the tribes generally consider it a taboo to follow the herd. The entirety of the animal will be consumed, its various parts will be dispersed among the needy of the tribe with the horns being turned into bows and blades for particular heroes and their respected Wangs.
Despite the differences between the city dwellers and the barbarians, they are of the same racial stock. According to the city dwellers, they are the offspring of their mightiest Daizu warlord -- a man born of the gods. Wang Jen Shu united all of the tribes under a single banner and proclaimed himself Emperor of All Eastrun. But his name is unknown, as far as I have been able to determine, among the tribesmen. The Daizu I have spoken to have no history beyond two or three of their own generations. They are nonetheless entertained by the notion that one of their numbers sired the so-called civilized men.
As for the civilized Eastruner, their city/states are said to be named for Jen Shu's three favorite concubines. They were settled in the river valleys now called Shu, Miyabe and Chiro and around these rich agricultural prizes the great civilizations of Eastrun took strong root. The division between nomadic Eastrun and civilized Eastrun has been pronounced every since, with the city dwellers referring to their counterparts as Daizu -- the Barbarians. The Daizu referring to the city dwellers as the Nansow... the Feeble Men.
There is more I have to share, but it will await my return. As it is the supplies of paper are scarce and very expensive. I traded a good mare for this piece of parchment and another for its safe passage to the Provinces, where I hope it will make its way to your shipping interests. I will write again when I am able.
Showing posts with label Human Scholars. Show all posts
Showing posts with label Human Scholars. Show all posts
Arcade
The Arcade is the foremost theological depository of the Church of Westrun. Located in Watersedge, it is the place that all aspiring priests must attend to learn the tenets of that faith.
As an institute of higher learning, the Arcade is well-regarded for its study of languages, history, and accounting.
The Arcade also houses the head of each of the Five Canonical Orders and the Cardinal Prefect elected over each.
As an institute of higher learning, the Arcade is well-regarded for its study of languages, history, and accounting.
The Arcade also houses the head of each of the Five Canonical Orders and the Cardinal Prefect elected over each.
Scholars of Modernity and Antiquity Volume B
Bao Dan (d)
Bank of Aqilia
- Philosophy: Law and Chaos
- History: Eastrun
- Biography: Jen Shu
- Geography: Westrun
- Cartography
- Philosophy:
- Gnomes
- Dwarves
- Moles
- Burrowing creatures
Bank of Aqilia
Scholars of Modernity and Antiquity Volume A
From Edwir the Learned, sage of sages
an index of the Individuals and Societies considered sagacious in all the known Kingdoms and Realms.
INDIVIDUALS
Aedric Hanvalen
Arcade
an index of the Individuals and Societies considered sagacious in all the known Kingdoms and Realms.
INDIVIDUALS
Aedric Hanvalen
- Elves
- Music
- Wine
- Ancient History
- Language: Fell Speech
- Goblins
- Ancient History
- History: Southrun
- Dwarves
- Disease
- Cartography
- Geography
Arcade
- Philosophy: Church of Westrun
- Accounting
- Modern Languages
- Ancient History
- Modern History
A Manual of Maladies: Blue Ring
The Blue Ring is known by many names. It is called tahoon in Southrun, wenyi in Eastrun, hortt in Northrun. It is also known to the elder races being called mulkad in Fell Speech and salasoree in High Speech.
The disease begins with a slight fever and chill, usually lasting between two and twenty-four hours.
The infected often describe feeling better than they ever have by day two. One patient, since recovered, insisted that he felt as though he were under the influence of two healing potions.
By day three, however, the euphoria is followed by diminished strength, lowered constitution and reduced general dexterity, which while slight, increases every day thereafter. The patient will begin to describe severe abdominal pain, diarrhea and vomiting.
By day four the patient will begin to develop a blue ring around the lower neck and upper chest. These are accompanied by lumps in the upper inner thigh, in the armpits, and on the neck. These lumps will be as small as a pebble or as large as a apple. Within four days of their first appearance, the lumps will "ripen" and eventually burst. The patient is most contagious at this time.
By day five the infected will begin to bleed from the mouth, nose and rectum, in addition to any other areas of the body which have suffered wounds, including those slight enough to have caused simple bruising. No one successfully cured of the Blue Ring has ever made it to this step.
By day six, the fingers and toes of the patient will begin to turn black and smell of rot.
On or about day seven, the unfortunate will die.
The disease begins with a slight fever and chill, usually lasting between two and twenty-four hours.
The infected often describe feeling better than they ever have by day two. One patient, since recovered, insisted that he felt as though he were under the influence of two healing potions.
By day three, however, the euphoria is followed by diminished strength, lowered constitution and reduced general dexterity, which while slight, increases every day thereafter. The patient will begin to describe severe abdominal pain, diarrhea and vomiting.
By day four the patient will begin to develop a blue ring around the lower neck and upper chest. These are accompanied by lumps in the upper inner thigh, in the armpits, and on the neck. These lumps will be as small as a pebble or as large as a apple. Within four days of their first appearance, the lumps will "ripen" and eventually burst. The patient is most contagious at this time.
By day five the infected will begin to bleed from the mouth, nose and rectum, in addition to any other areas of the body which have suffered wounds, including those slight enough to have caused simple bruising. No one successfully cured of the Blue Ring has ever made it to this step.
By day six, the fingers and toes of the patient will begin to turn black and smell of rot.
On or about day seven, the unfortunate will die.
Nahmus Abadi: The Law Which Cannot Change
An Explanation to the Guilded Tradesmen and Merchants of Watersedge
by Artemor the Wise
In Southrun, the men of the various tribes and nations believe that the Nahmus Abadi is greater than any individual sovereign, which they call Sooltan, or Sooltrop and sometimes Shayke. Once a law is made in a given barony, the Southruners believe that it may never be repealed. For this reason the laws of the Land ever increase and many learned men are charged with learning them by rote, and then reciting on command. Though such a thing is seldom necessary as every large city seems to contain large stones upon which these laws are painstakingly graven.
According to the Southruner, the basis for all laws comes to them from a legendary figure named Roo-uhh-lah who was led by some spirit to the heart of their great desert and found twenty commandments inscribed on great stone monoliths. To these basic laws, various rulers have added injunctions and commandments of their own, which may not contradict the spirit of the basic laws, nor the letter of the rulings of their predecessors. Though it is true that the men of Midir have a different set of precedents and additions than their neighbors from Byza, both reference the same basic 20 laws.
Note that several laws contain words whose meanings are unknown. These words are not written, but contain the preferred translation of Roo-uhh-lah in parantheses.
by Artemor the Wise
In Southrun, the men of the various tribes and nations believe that the Nahmus Abadi is greater than any individual sovereign, which they call Sooltan, or Sooltrop and sometimes Shayke. Once a law is made in a given barony, the Southruners believe that it may never be repealed. For this reason the laws of the Land ever increase and many learned men are charged with learning them by rote, and then reciting on command. Though such a thing is seldom necessary as every large city seems to contain large stones upon which these laws are painstakingly graven.
According to the Southruner, the basis for all laws comes to them from a legendary figure named Roo-uhh-lah who was led by some spirit to the heart of their great desert and found twenty commandments inscribed on great stone monoliths. To these basic laws, various rulers have added injunctions and commandments of their own, which may not contradict the spirit of the basic laws, nor the letter of the rulings of their predecessors. Though it is true that the men of Midir have a different set of precedents and additions than their neighbors from Byza, both reference the same basic 20 laws.
Note that several laws contain words whose meanings are unknown. These words are not written, but contain the preferred translation of Roo-uhh-lah in parantheses.
1. If a man profanes a [god] he will be cursed to the seventh generation.
2. If a man does not show [obeisance to this law], he will be cursed to the seventh generation.
3. If a man [sours water], he will be cursed to the seventh generation, for it belongs to all.
4. If a man does not offer hospitality, he will be cursed to the seventh generation.
5. If a man does not show [reverence to the fathers of others] though the two be as enemies, he will be cursed to the seventh generation.
6. If a man commits a murder, he must be killed.
7. If a man harms a child or violates a woman, he must be killed.
8. If a man commits a robbery, he must be killed.
9. If a man is found to be a [sorcerer or djinn], he must be killed.
10. If a man violates a [stone wall that is still standing], he must be killed.
11. If a man cannot hold his [slaves, wives, camels or coin] he deserves to part with them.
12. If a man [divorces his first-time wife], he shall pay [her weight] in coin, but if she is not he shall [dismiss her] with a kind word.
13. If a man spoils [the virgin of another man], he shall pay [her weight] in coin.
14. If a man [knocks out the eye] of another man, he shall {weigh it out in coin} and pay it over ten times.
15. If a man’s [slave-woman], comparing herself to her mistress, speaks insolently to her, her mouth shall] be scoured with a handful of salt.
16. If a man appeared as a witness, and was shown to be a perjurer, he must pay [the weight of his tongue after it has been severed] in coin.
17. If a man seeks [to own property he shall establish an obelisk] and fire a bow shot in all directions from it. This property shall be his unless the bowshot is fired over water, for water belongs to all.
18. If a man [moves an obelisk], he shall pay its weight in coin.
19. If a man claims to be [an astrologer], but is known not, then he will undergo the trials of water, sand, and fire; and then pay [the weight of his tongue after it has been severed] in coin.
20. If a man is accused of any wrong and cannot prove himself, he must seek [an astrologer]; if he is proven innocent, his accuser must pay [their combined weight] in coin. If guilty, he must pay twice what the law prescribes.
The Realms of Southrun and their Recognized Monarchs
An index for the use of all Royal and Noble Houses.
- Dun Dalurdig: (King Sudurtal Dururthur) Hearth of the Bright Black Watch; ancestral place of the Derro Dwarves
- Dun Duergara: (King Druna Garentega) Hearth of the Angry Souls; ancestral place of the Duergar Dwarves
- Dravomalas: (Queen Galnathra Ararsda) The Drowood; ancestral place of the Drow Elves
- Neblodi: (King Perid Nebnofz) Stronghold of the Pure ; ancestral place of the Svirfneblin Gnomes
- Ridgedale: (King Dafe Spearfling) ancestral place of Renegade Halflings
- Karkkarthkarag: (King Agalgaash) The Red Fang Den; ancestral place the Urok
- Bhrenherjhot: (unknown) Grandhold of the Flames; ancestral place of the Fire Giants
The Realms of Northrun and their Recognized Monarchs
An index for the use of all Royal and Noble Houses.
- Dun Balnolmor: (King Nordri Fesginhak)Hearth of the Barren Lords; ancestral place of the Mountain Dwarves
- Darmalas: (King Altarion Dardereian) The Darkwood; ancestral place of Wood Elves
- Snowrift: (King Diran Firefoot) ancestral place of Tallfellow Halflings
- Graetosselodi: (King Rodi Eltheast) Graetheim a.k.a Stronghold of the Master Makers a.k.a The Hearth of the Chosen; ancestral place of the Tinker Gnomes
- Dhagherjhot: (unknown) Grandhold of Sunrise; ancestral place of the Frost Giants
- Nhelherjhot: (unknown) Grandhold of Sunset; ancestral place of the Ice Giants
The Realms of Eastrun and their Recognized Monarchs
An index for the use of all Royal and Noble Houses.
- Dun Usega: (King Thorgren Mithralri) Hearth of the Eternal Night; ancestral place of the Deep Dwarves
- Fingolfmalas: (King Uruvien Daerdaes) The Southwood; ancestral place of Wood Elves
- Lochdale: (King Wilstan Watergarden) ancestral place of Stout Halflings
- Merrydale: (King Fredo Fieldshanks) ancestral place of Tallfellow Halflings
- Vinlinlodi: (King Garin Rullanti) The Ice Star Stronghold; ancestral place of Rock Gnomes
- Kuttiqiakarag: (King Sekulfumsh)The Fighting Slave Den; ancestral place of Urok
The Realms of Westrun and their Recognized Monarchs
An index for the use of all Royal and Noble Houses.
- Dynkyr: (King Daen Bannahr) ancestral home of the Sundered Dwarves
- Oromir: (King Urthomm Mirauth) ancestral home of Hill Dwarves
- Festog: (King Vestri Naknolmbir) ancestral home of Hill Dwarves
- The Mistwood: (King Elralad Farofir) ancestral home of High Elves
- The Deepwood: (Queen Iseri Sephyaren) ancestral home of High Elves
- The Greywood: (King Esadrel Urilmar) ancestral home of Grey Elves
- The Forest Hills: (King Crolo Vindvelf) ancestral home of Rock Gnomes
- The Curwood: (Queen Taro Gnipjarin) ancestral home of Forest Gnomes
- Hilldale: (King Bolond Halechest) ancestral place of Hairfoot Halflings
- Rakagkarag: (King Karkbrahl) ancestral place of Urok
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Who's who
The Lost Realms of Erenth
A list for the learned and curious alike.
- The Windwood; supposed home of the Winged Elves
- The Seawood; supposed home of the Sea Elves
- Nolinnug; supposed home of the Arctic Dwarves
- Durauthalar; supposed home of the Wild Dwarves
- Ur; supposed home of the Ore Cutter Dwarves
- Molkyr; supposed home of the Gully Dwarves
The Noteworthy Clans among those of the Northrun Barbarians
The so-called Barbarian Kingdoms of Northrun are actually small geographic jarldoms ruled over by the most powerful freeholder in a given area from long established Hearths built near, around or upon a hearthstone that is the most valuable and visible symbol of a Clan's authority. Each clan member shows his allegiance to their Hearth by the Weave. This Weave is used to trim their tunics, decorate their belts or blankets, or to make up the scarfs or the leg wrappings that bind their trousers.
That Jarl rules by the acclaim of his fellows and takes oaths of allegiance from the freemen living closest to him. Note that the members of a clan may or may not be related to each other by blood or by marriage. In some cases, the present ruler of a Jarldom has little or no relation to the original clan which settled the area, if that clan is even still known or has any living descendants. The clan boundaries are not permanently drawn and wax and wane according to the strength of the clan.
The clansmen of the lowlands or Myrrheim attempt to make their way through sustenance agriculture and sheep or goat herding. The clansmen of the highlands or Issheim eke out similar lifestyles, sometimes supplemented by whaling or mining, but also sometimes given to raiding. The harsh conditions of Issheim and its extended winters, often means having to take to the sea in search of plunder.
The Land of Northrun boasts a highly mobile society both in terms of social class and geographic location. Because it is built on the voluntary association of free men, many of whom are not land holders, it is not unheard of for a lower born man to belong to more than one clan in a single lifetime. Additionally, first cousins, brothers, and even fathers and sons, may all belong to different clans, though they share a common lineage. Much moreso than in the Land of Westrun, wealth, prestige and power can be won and lost and rewon in a single lifetime. In that sense there are no true nobles as men of Westrun understand the term.
That Jarl rules by the acclaim of his fellows and takes oaths of allegiance from the freemen living closest to him. Note that the members of a clan may or may not be related to each other by blood or by marriage. In some cases, the present ruler of a Jarldom has little or no relation to the original clan which settled the area, if that clan is even still known or has any living descendants. The clan boundaries are not permanently drawn and wax and wane according to the strength of the clan.
The clansmen of the lowlands or Myrrheim attempt to make their way through sustenance agriculture and sheep or goat herding. The clansmen of the highlands or Issheim eke out similar lifestyles, sometimes supplemented by whaling or mining, but also sometimes given to raiding. The harsh conditions of Issheim and its extended winters, often means having to take to the sea in search of plunder.
The Land of Northrun boasts a highly mobile society both in terms of social class and geographic location. Because it is built on the voluntary association of free men, many of whom are not land holders, it is not unheard of for a lower born man to belong to more than one clan in a single lifetime. Additionally, first cousins, brothers, and even fathers and sons, may all belong to different clans, though they share a common lineage. Much moreso than in the Land of Westrun, wealth, prestige and power can be won and lost and rewon in a single lifetime. In that sense there are no true nobles as men of Westrun understand the term.
A List of the Cities and Provinces of Westrun by Kingdom
There are two basic political subdivisions in Westrun. The first is the Province and the second is the City. Both of them pay tribute to their monarch.
The Provinces vary in size and composition, but all are ruled a lord who is vested in it and responsible for it to the King. The lord may be a minor noble as a baron, a middling noble as a count or a greater noble as a Duke. Sometimes a lord who holds a province on the border of another Realm is considered a Margrave. If the lord of a province is a King in his own right, he is considered a Prince of any other province over which his royal prerogative does not extend. The lord of a province is considered the highest authority there. They have the unlimited chartered power to lay and collect taxes from their residents, to license marriages and other enterprises, as well as to keep the peace on their lands. They also enjoy the right to a trial before their peers and cannot be divested from their land except for cause and then only by trial.
Freeborn men and those who have been liberated from the role of serfs or slaves often find themselves settling around the open-air markets that rise at crossroads and near common river fords. With the permission of a lord they may settle a town on his land which still falls under the jurisdiction of his Reeve and must draw up a contract to pay him taxes and/or rent.
Once a town is in place and has grown to the size of 1000 free men (usually 3-5000 people), they can petition their monarch to fortify the town with a wall. Upon entertaining the petition, the king holds a hearing at which the populace and their lord have the right to be heard. If the hearing finds for the populace, the town contract is replaced by a royal charter. The town then becomes a city, independent of the rule of the lord whose land it was. The city then pays a tribute to the King as any province might. The city also gains the right to enforce its own laws, tax its own citizens, and elect its own mayor. Anyone born in a city is considered a free man, regardless of his parent's social class or condition of servitude. City air makes men free!
The Kingdom of Balduren
The Kingdom of Bolden
The Kingdom of Collonia
The Kingdom of Menea
The Kingdom of Rath
The Kingdom of Saklan
The Kingdom of Talir
The Kingdom of Treft
The Provinces vary in size and composition, but all are ruled a lord who is vested in it and responsible for it to the King. The lord may be a minor noble as a baron, a middling noble as a count or a greater noble as a Duke. Sometimes a lord who holds a province on the border of another Realm is considered a Margrave. If the lord of a province is a King in his own right, he is considered a Prince of any other province over which his royal prerogative does not extend. The lord of a province is considered the highest authority there. They have the unlimited chartered power to lay and collect taxes from their residents, to license marriages and other enterprises, as well as to keep the peace on their lands. They also enjoy the right to a trial before their peers and cannot be divested from their land except for cause and then only by trial.
Freeborn men and those who have been liberated from the role of serfs or slaves often find themselves settling around the open-air markets that rise at crossroads and near common river fords. With the permission of a lord they may settle a town on his land which still falls under the jurisdiction of his Reeve and must draw up a contract to pay him taxes and/or rent.
Once a town is in place and has grown to the size of 1000 free men (usually 3-5000 people), they can petition their monarch to fortify the town with a wall. Upon entertaining the petition, the king holds a hearing at which the populace and their lord have the right to be heard. If the hearing finds for the populace, the town contract is replaced by a royal charter. The town then becomes a city, independent of the rule of the lord whose land it was. The city then pays a tribute to the King as any province might. The city also gains the right to enforce its own laws, tax its own citizens, and elect its own mayor. Anyone born in a city is considered a free man, regardless of his parent's social class or condition of servitude. City air makes men free!
The Kingdom of Balduren
- Capital City of Balduren
- City of Gate
- City of Pitglen
- City of Tradestop
- Belinia
- Caeria
- Clumbria
- Durania
- Davosia
- Dendria
- Evandia
- Fireria
- Fostoria
- Fuleria
- Galantia
- Gonomia
- Hampia
- Helotia
- Isandia
- Jolalisia
- Kevalia
- Lasonia
- Lincolia
- Maurinia
- Rineria
- Someria
- Twynia
- Wodrangia
The Kingdom of Bolden
- City of Aberford
- Metropolis of Peakshadow
- Capital City of Bolden
- City of Daymarch
- Banneria
- Bedforia
- Derburnia
- Digesia
- Dolsolvia
- Dorunia
- Dundrinia
- Elania
- Esvandia
- Eornomia
- Gerendia
- Heria
- Horacia
- Ipboria
- Jerebia
- Kasperia
- Loxioria
- Norfia
- Reathia
- Samsania
- Stafforia
- Tenuria
- Tonisia
- Trabbia
- Vostia
- Kolboria
The Kingdom of Collonia
- City of Gryondell
- Capital City of Wanderhalt
- Asholia
- Apollia, a wilderness
- Berinia
- Breneria
- Delvenia
- Devonia
- Dwarvaria, a wilderness
- Evenfallia, a wilderness
- Greenaria
- Henovia
- Heretfia
- Inogolia
- Jarbedia
- Keneia
- Nessenia
- Nilracia
- Norhamia
- Ogroria
- Orosia
- Rigelia
- Rosearia, a wilderness
- Selenoria
- Solofia
- Suffolia
The Kingdom of Menea
- City of Ascar
- City of Blunden
- City of Heltorun
- Capital City of Menea
- Brasandia
- Bucinia
- Carania
- Dorsia
- Dryvia
- Dwandyria
- Fandyria
- Felocia
- Gularia
- Homuria
- Ipynia
- Islinia
- Jasmia
- Lansinia
- Luxuria
- Norhumria
- Novyria
- Onatolia
- Pedoria
- Pedyria
- Sonoria
- Surria
- Ulfia
- Wunteria
The Kingdom of Rath
- City of Bradtilly
- City of Gregor
- Capital City of Rath
- Arania
- Astia
- Cambria
- Denmaria
- Detria
- Durhia
- Faria
- Fosteria
- Franceria
- Halduria
- Hunusia
- Ivonueria
- Judaria
- Kaasia
- Kalesia
- Lemurhia
- Mederania
- Modoria
- Noryoria
- Obornia
- Praxoteria
- Regneria
- Swendia
- Warwisia
- Wigilia
The Kingdom of Saklan
- Capital City of Laketon
- City of Sheptoft
- City of Sutbree
- Ampheria
- Berylia
- Cheshia
- Conalaria
- Dimonia
- Donalfia
- Dusadia
- Emaria
- Easaria
- Hycanthia
- Iperbia
- Jelonia
- Kenosia
- Korunaria
- Korlinia
- Nottinia
- Omersia
- Osselia
- Poltoria
- Rahalia
- Reseemia
- Sussia
- Suttia
- Wessia
- Wodlandia
The Kingdom of Talir
- City of Belfalas
- City of Watersedge
- City of Stowatch
- Arnesonia
- Cossia
- Clevilia
- Drydenia
- Essia
- Filonia
- Furdakia
- Grandia
- Gygaxia
- Iania
- Jebulania
- Jovia
- Judsandia
- Lancia
- Ludderia
- Munaria
- Oduneria
- Oxforia
- Penaxia
- Roania
- Sharia
- Vadevia
- Vaneteria
- Wilitsia
The Kingdom of Treft
- City of Diestamp
- City of Harborkeep
- City of Northpoint
- Capital City of Treft
- City of Southpoint
The Lord Scholars of the Grand Consiliarium
a thorough treatment by Edwir
The Lord Scholars of the Grand Consiliarium are an extremely old society still active in the Free Provinces. They are dedicated solely to the accumulation knowledge and its use by mankind. They are known by many names including, Ancient Society of the Learned, the Immortal Sages, and the Learned Men of Old Cambris.
While rumors swirl as to their advanced age and immortality, it is understood by educated men that the Lord Scholars are but the intellectual descendants of their original charter members. As a society, they remain available to all seekers with no respect to position or rank, effectively selling their knowledge and setting their prices according to an ancient formulation which only they understand.
It is believed by some that the orginal Lord Scholars were part of the governments of the Dragon States of the Sixth Age. They would have been the counselors employed by each of the Dragon Princes of old. Third in command behind each Prince and his Master of Coin, they were beings entrusted with great power. At the conclusion of the that Age, those who escaped judgement and destruction fled to the last vestiges of the Dragon States in what was then known as the Principalities of Vyruma Serpentis and trained the next generation of sages to succeed them.
Once well-established in Vyruma Serpentis, the Society undertook a pledge of strict nuetrality and thus re-organized themselves as the so-called Immortal Sages. They became ambassadors, peace brokers and adjudicators of dispute and established a great academy of learning in Cambris. As the Immortal Sages, they were highly sought by the White and Black Princes, because they were loyal to their assigned geographic province irrespective of the power struggles which were so often waged between the provincial regents.
After Favian of Peakshadow conquered Vyruma Serpentis and established the Free Provinces, the Society reconfigured itself yet again. This time, they retreated wholly from their influence in society and became ensconced at the old academy of Cambris. The Lord Scholars became known as mercenary sages -- no longer offering their knowledge for the general weal, but for any who were able to pay. And so, there they remain, locked in their tower and charging what they will to whomever seeks them.
The History of Alacan II
Alacan II of Menea was sentenced to the High Throne in 5030ey succeeding Gelder V.
A man known to be braver than he was wise, he was a foolhardy king who attempted to fight off a massive invasion of the united Northruners under the Barbarian King Brosas. He was slain in single combat against a giant, depriving both the High Throne and the Throne of Menea of their occupant.
The victory of Brosas meant the sack of Bolden. The ensuing Great Fire which afflicted that city is said to have burned for ten months and a day.
Alacan sired six children, and four sons. He ruled for only four years of his first sentence before succumbing to the giant's axe. He was succeeded by Gregory.
The History of Gelder V the Wise
This is the history of Gelder V the Wise, whose given name was Gendry, son of Geldorf, and was oft called the Protector of the North.
Gendry of Bolden was sentenced to the High Throne in 5010ey succeeding Dane Halfelven. He was trained in law and an able jurist.
After reversing the ruling of his predecessor, Gelder began the segment of Damon's Wall that was north of Bolden. He is credited with fighting a long war on land and sea against the Northruners and keeping trade routes to the Free Provinces open. He also commissioned the making of many maps and the first land expeditions looking for a land route to Eastrun.
Gendry sired three children, and two sons, but only one survived to adulthood. Gendry ruled for two sentences until 5030ey. He was succeeded by Alacan II.
Gendry Geldorf died some eighteen years after departing the High Throne and was entombed high on the Breakwater Pass overlooking the Northrun approach to Bolden.
Gendry of Bolden was sentenced to the High Throne in 5010ey succeeding Dane Halfelven. He was trained in law and an able jurist.
After reversing the ruling of his predecessor, Gelder began the segment of Damon's Wall that was north of Bolden. He is credited with fighting a long war on land and sea against the Northruners and keeping trade routes to the Free Provinces open. He also commissioned the making of many maps and the first land expeditions looking for a land route to Eastrun.
Gendry sired three children, and two sons, but only one survived to adulthood. Gendry ruled for two sentences until 5030ey. He was succeeded by Alacan II.
Gendry Geldorf died some eighteen years after departing the High Throne and was entombed high on the Breakwater Pass overlooking the Northrun approach to Bolden.
The History of Dane Halfelven
This is the history of Dane Gladfiolas, called Halfelven.
Dane of Saklan was sentenced to the high throne in 4980ey succeeding Larcus IV.
Like all of his sires, Dane was extremely long lived and believed to be of elven blood through Gladfiolas the son of a Elven King, and his human bride. Dane was extremely well-liked by the commoner and respected, if feared by the nobles.
After 100 years of incursions, he brokered a peace with the barbarians of Northrun which meant that Damon's Wall would be left unfinished and undiminished in Collonia and not expanded into Bolden.
He rode into battle at the head of his banners against the Goblins of the Rakag and is known for having put down Ferano's Rebellion in the Free Provinces. He also waged a sea war against the Eastrun pirates and sailed an armada to free the blockaded ports of Byza and Midir.
Dane sired many children, and thirty-eight sons. He ruled until 5010ey. He was succeeded by Gelder V.
There are some rumors that Dane Gladfiolas is still alive, but living in obscurity among his own kind, or else in some long forgotten noble house in Saklan. Others say he died at war at various times in the next eight centuries. The truth is not known.
Dane of Saklan was sentenced to the high throne in 4980ey succeeding Larcus IV.
Like all of his sires, Dane was extremely long lived and believed to be of elven blood through Gladfiolas the son of a Elven King, and his human bride. Dane was extremely well-liked by the commoner and respected, if feared by the nobles.
After 100 years of incursions, he brokered a peace with the barbarians of Northrun which meant that Damon's Wall would be left unfinished and undiminished in Collonia and not expanded into Bolden.
He rode into battle at the head of his banners against the Goblins of the Rakag and is known for having put down Ferano's Rebellion in the Free Provinces. He also waged a sea war against the Eastrun pirates and sailed an armada to free the blockaded ports of Byza and Midir.
Dane sired many children, and thirty-eight sons. He ruled until 5010ey. He was succeeded by Gelder V.
There are some rumors that Dane Gladfiolas is still alive, but living in obscurity among his own kind, or else in some long forgotten noble house in Saklan. Others say he died at war at various times in the next eight centuries. The truth is not known.
The History of Larcus IV
This is the history of Larcus IV the Liberator.
Larcus of Rath was sentenced to the high throne in 4950ey succeeding Gelder II.
Larcus ruled while his father, Larcus III, still sat upon the throne of his own realm, Rath. This remained a source of great controversy throughout his first sentence, for while his father had first abdicated in favor of the son, once the latter was seated upon the High Throne the father took up his crown again. This lead many to assume that Larcus IV would be a puppet of the designs of the King of Rath. It was not to be, however.
Larcus proved himself a fair and just High King, brokering great peace with the Eastrun bandits and opening trade to the many princes of Southrun.
Larcus sired but one child, a son. He ruled through three sentences until 4980ey. He was succeeded by Dane Gladfiolas.
Larcus died along with his father in a tragic hunting accident in the year 4986ey after having returned peaceably to Rath.
Larcus of Rath was sentenced to the high throne in 4950ey succeeding Gelder II.
Larcus ruled while his father, Larcus III, still sat upon the throne of his own realm, Rath. This remained a source of great controversy throughout his first sentence, for while his father had first abdicated in favor of the son, once the latter was seated upon the High Throne the father took up his crown again. This lead many to assume that Larcus IV would be a puppet of the designs of the King of Rath. It was not to be, however.
Larcus proved himself a fair and just High King, brokering great peace with the Eastrun bandits and opening trade to the many princes of Southrun.
Larcus sired but one child, a son. He ruled through three sentences until 4980ey. He was succeeded by Dane Gladfiolas.
Larcus died along with his father in a tragic hunting accident in the year 4986ey after having returned peaceably to Rath.
The History of Gelder II the Less
This is the history of Gelder II, oft called the Less.
Gelder II of Bolden was sentenced by his fellow monarchs in 4946ey, succeeding his father Gelder the Wise, upon the elders death.
Gelder the Less showed none of his fathers able skill at administration, nor in dealing with the pride of his vassal monarchs. A bitter disappointment to all, Gelder II was said to be likely to suffocate without a valet to remind him to breathe.
Gelder sired three children but no sons, though he married no fewer than eleven times and survived each wife's untimely death. He ruled until the election of 4950ey, finishing only his father's reign before being deposed by after a lengthy seige of Peakshadow by the Southern Kingdoms and Rath in the Winter's Rebellion. His reign was but 4 years long. He was succeeded by Larcus IV.
He died in relative anonymity while enjoying a sort of retirement enforced by his younger brothers, who had seized most of the power in Bolden.
Gelder II of Bolden was sentenced by his fellow monarchs in 4946ey, succeeding his father Gelder the Wise, upon the elders death.
Gelder the Less showed none of his fathers able skill at administration, nor in dealing with the pride of his vassal monarchs. A bitter disappointment to all, Gelder II was said to be likely to suffocate without a valet to remind him to breathe.
Gelder sired three children but no sons, though he married no fewer than eleven times and survived each wife's untimely death. He ruled until the election of 4950ey, finishing only his father's reign before being deposed by after a lengthy seige of Peakshadow by the Southern Kingdoms and Rath in the Winter's Rebellion. His reign was but 4 years long. He was succeeded by Larcus IV.
He died in relative anonymity while enjoying a sort of retirement enforced by his younger brothers, who had seized most of the power in Bolden.
The History of Gelder I the Paver
This is the history of Gelder I the Paver.
Gelder of Bolden was sentenced by his fellow monarchs in 4930ey, succeeding Timaldus I.
Gelder the Wise was a cunning ruler and a gifted administrator who resolved many of his predecessors conflicts and is said to have avoided twice as many of his own. The Eight Kingdoms showed great growth and prosperity and the High King's Highway was begun and finished under the able hand of this one monarch.
Gelder was an accomplished sage and a master of many tongues. It is said that Gelder read until the late hours of every night and still rose before most of his servants to ponder the ledgers and scrolls that begged his attention. His love of learning was eclipsed by nothing, though its closest competition was said to come in the form of female companionship. Still, it took only the promise of an unread tome to pry him from the company of wanton women.
Gelder sired six children and five sons and as many as fifteen bastards, though he was married but once. He ruled until his death (of the Trollop's Madness and attendant fever) in 4946, making his reign but 16 years long. He was succeeded by Gelder II the Less, his eldest son.
Gelder of Bolden was sentenced by his fellow monarchs in 4930ey, succeeding Timaldus I.
Gelder the Wise was a cunning ruler and a gifted administrator who resolved many of his predecessors conflicts and is said to have avoided twice as many of his own. The Eight Kingdoms showed great growth and prosperity and the High King's Highway was begun and finished under the able hand of this one monarch.
Gelder was an accomplished sage and a master of many tongues. It is said that Gelder read until the late hours of every night and still rose before most of his servants to ponder the ledgers and scrolls that begged his attention. His love of learning was eclipsed by nothing, though its closest competition was said to come in the form of female companionship. Still, it took only the promise of an unread tome to pry him from the company of wanton women.
Gelder sired six children and five sons and as many as fifteen bastards, though he was married but once. He ruled until his death (of the Trollop's Madness and attendant fever) in 4946, making his reign but 16 years long. He was succeeded by Gelder II the Less, his eldest son.
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