Keltharian
The kingdom of Keltharian is bordered in the north by the Great Forest, also known as the Darkwood, on the east by the Great Waste, on the south by the Great Ocean, and on the west by the Blue Mountains. The Darkwood is immense and mysterious, known to be home to Low Elves of the Tribes as well as other creatures both mystical and dangerous. The Great Waste is a vast plain of grasslands and badlands inhabited by nomadic Orks and Low Men. To the west, across the Blue Mountains, lie the kingdom of Haldrus and the Grand Duchy of Veronde.Within Keltharian, the king is relatively weak. While controlling his own lands, his power is countered hereditary landowners -- dukes, counts, and greater barons -- with power rivaling his own. Though bound by feudal ties, those bonds of loyalty have become empty formalities during the long Dark Age. Even in some of his own lands, separated by the bulk of the kingdom, the king's power barely extends beyond the reach of his own hand. Desperate as this may sound, the king remains a powerful landowner in his own right, and the moral authority of the crown is a tremendous strength in determining alliances -- both his own and those of his enemies.
Keltharian has three great hereditary duchies: Durham, Oakwood, and Fordham. King Konrad III is Duke of Durham as well as King of Keltharian. There are also two counties, Carrack, with ancient roots, and Darkwood, which was recently forged in battle and formed out of the old baronies of Darkwood and Blythe. Photius, Deerwood, Donlis, and Redhall are the historic greater baronies held directly from the king. Simonton, Denton, Ferrier, Wallace and Marshall are also held directly from the king, lying east of the Layne River on Keltharian's Eastern March. All of the lords of these lands, while bound by the common culture and traditions of the kingdom of Keltharian by the crown, wield total authority within their domains in all but name. And all of these great lords have delegated their authority to lesser lords holding land in fief to them.
As a result of this major fracture in power, Keltharian often knows war, though this war is generally on a small scale. It is rare that these rivalries go beyond campaigns of minor skirmishes and yet Keltharian has seen one barony fall to another within the past quarter century, countless manors trade hands between rivals, and an endless series of small border wars with the Grezbeldt Orks of the Great Waste. Many peasants, especially in the marches, have seen battle. Many more have been its victims. As the Dark Age recedes, the balance of power in Keltharian remains uncertain, and alliance, betrayal, and warfare stalk the land, each lord hoping to wear the Ruby Crown of Keltharian upon their brow.
County Darkwood
County Darkwood is bounded on the northwest by the Darkwood, to the north and west by the Great Waste, to the south by the marcher Barony of Simonton, and to the west by the Duchy of Fordham. The county boasts the last major trade town along the trade route to Terexes in Keltharian: Darkwood Towne. It also has three other small towns: Blytheton, Ardenton, and Vist Towne. Darkwood Towne's economy is based on trade and manufacuturing, while Blytheton has as its primary industry forestry and wood products. Ardenton and Vist Towne are local manufacturing and trade centers, part of a local trade network with Darkwood Towne as its center.
Several castles, strongholds, and numerous fortified villages dominate the countyside. Being on the eastern march of Keltharian, the threat of attack by raiding parties from the Great Waste is very real. As a result, villages lying close to the Great Waste are generally better defended than most. Peasants and commoners along the marches are likely to both bear arms and know how to use them. It is common practice for villages to hire mercenaries as labor to assist them during the harvest, paying them a substantial bonus if their martial skills are required.Historically, Simonton Barony has been an uneasy ally of Darkwood, sharing a common interest in protecting Keltharian's eastern march. The Duchy of Fordham a friendly commercial rival, competing as well as cooperating with merchant caravans for prominance in trade with neither nobleman willing to upset the valueable trade income they receive from being on the Jewel Road. This relative political calm has left Darkwood a free hand to develop its interests. This has most significantly manifested itself in the foundation of Tyninville and Harristhorpe, two strongholds built along the Jewel Road to serve as caravansaries under the protection of Countess Amelia.
Tyninville, the closer of the two fort settlements, has expanded rapidly, attracting numerous settlers. Harristhorpe remains a drain on Darkwood's coffer's, with only a recently completed fort, a caravansarie, and a few small farmsteads to show for the effort. However, with the addition of troops and punitive actions against the Grezbeldt, the predation of bandits and raiders along the road has been greatly diminished, and trade has been increasing.
County Darkwood has not long existed as such. Thirty years ago, Darkwood and Blythe were rival baronies. A series of skirmishes over the course of several years led to a war which lasted a year and resulted in the conquest of Blythe. Twenty years ago, the king, in exchange for the Countess Amelia's recognition of Konrad (presumptively III) as his heir, acknowledged her as lord of both Blythe and Darkwood counties and conjoined them into County Darkwood. Countess Amelia has since married and produced a single heir. However, under the influence of the new alchemy, she has aged little since the birth of her son.
Prominent Persons
Countess Amelia Darkwood
Amelia was born into a noble house, first child of a baron, to a father who was trying at the time of his death to replace her as heir with a son born of his second wife. Her father was murdered before this could happen, and she, as heir, became baroness at the tender age of 17, dispossessing her as yet unborn brother. Where some might have been daunted, might have relied on the advice of senior advisors, even accepted a regent to rule in her place, Amelia seized the opportunity the gods had given her, consolidating her power. She declared her brother a bastard, and was acclaimed as rightful heir by the nobles of Darkwood.Before her enemies could rally behind her brother, she rekindled the feud with the Barony of Blythe, galvanize Darkwood under her rule. The feud soon blossomed into a full scale war. She chose her generals well in Sir Derrik and Dame Jaeyneth, both landed knights who initially did not fully support her. Both were chosen for ability, not for position, and in order to mollify the nobles under her, she promised them titles in exchange for success. Others were given the same promise, and were well rewarded. Though she herself did not lead troops in battle, she nonetheless accomplished total victory through force of arms; Darkwood's strength was evident to its neighbors.
She followed her victory with deft political machinations, securing her southern border by marriage to the second son of the baron of Simonton, and made peace with the Duke of Fordham. She swiftly bore her husband a son and then, under the influence of the new alchemy from the east, apparently ceased to age. With a long life ahead of her, she maneuvered to have her destruction of the barony of Blythe made official, and she was made countess of Darkwood.
Countess Amelia is generally perceived to be a shrewd judge of character, ambitious, and cunning. At the same time, she is generous with those her serve her loyally and well. No one doubts the iron in her soul, nor do they deny her beauty and eloquence of speech.
Lord Percy Orven, Lord Mayor of Darkwood Towne
Percy Orven is Countess Amelia's cousin. Fifteen years her senior and with a legitimate -- albeit distant -- claim to be the old baron's heir, he chose to remain loyal to her. Some claim that he was her closest advisor during her early years, possibly serving in this capacity in the hope of becoming the power behind the throne. If that is so, she quickly outgrew the need for his advice and dashed any hope he might have had of wielding power vicariously through her. Nonetheless, he served her well during the early years of her reign, being one of the leading nobles within the barony to speak on her behalf. After she was named Countess of Darkwood, he was elevated and named Lord Mayor of Darkwood Towne, making him the eldest of the three barons of Darkwood County. He has proven to be a capable leader with an eye to helping the mercantile and craft guilds line both their pockets and his own.Sir Benton Blythe, Reeve of Darkwood County
Benton Blythe was the son of a landed knight loyal to the former Baron of Blythe. He was fostered by Dame Jaeyneth, and as her squire he served loyally during the war between the baronies, fighting on the opposite side of his family. After the war, he was knighted and served as Jaeyneth's assistant when she was named Reeve of Darkwood and Blythe. They were responsible for keeping the peace in the aftermath of the war, a task which proved difficult at first as numerous would-be heirs to the barony gathered bands of men around them. Through a half-dozen years of skirmishes, tracking enemies, and enforcing the laws of his Countess, he gained a good reputation. When Jaeyneth was made a baron, he took over the role, being granted a manor for his support.Lord Derrik, Baron of Dramwell
Derrik was granted lands for valor prior to Amelia becoming baroness. He further distinguished himself during the war and was given a barony formed from her lands as a reward. He is the best respected of the three barons in Darkwood County. Derrik is now in his late 60s. While he seems robust, his health is slowly beginning to fail.Lord Olerick, Baron of Jaeyneth
Olerick is the eldest son of Jaeyneth. He inherited five years ago when she was killed fighting orks on the frontier. He is the youngest and least well known of the three barons.Nevin Bright, Master of the Darkwood Grey Circle
Nevin is a quiet, competent man. As head of the local Grey Circle, he is well respected. He serves as an advisor to Countess Amelia, and occasionally consults for other nobles on magical matters.Important Guilds
The Forester's Guild is important along the edge of the Darkwood. The Tribal Elves once killed foresters, seeing them as a threat to a sacred place. Cooler heads prevailed, and elf and man has learned to live as neighbors, the elves teaching their one-time enemies to replace the wood they use rather than slowly gnaw their way into the Darkwood. This has created the phenomenon of the "near woods" -- that 1 - 2 miles of wood nearest to the natural edge of the forest where the guild harvests and replants trees. The forester's guild also works with local drovers guilds to transport their products to market.The Stone Mason's Guild builds and maintains walls, forts, and castles throughout the county. The only good source of stone lies in the rock formations to the north, and so they work with a quarry there to obtain stone whenever necessary. They wield powerful earth magic in the course of their work.
The Merchant's Brotherhood is an association of smaller merchants who maintain the caravansarie, the market, and arrange local markets in Blytheton, Ardenton, and Vist Towne. The members meet yearly to elect a council; the council elects officers who are paid by the members to make their lives easier. In practice, this has led to permanent officers who run the markets under the direction of the council and the authority of the local lord.
Dargrymm Bank was founded some 50 years ago by an enterprising Gnomish family in Fordham. It has since spread to every market town from the Inner Sea in the west to Darkwood Towne in the east. Letters of credit, loans, and the deposit of money are their primary services. They bankrolled Darkwood Barony's war against Blythe, and it is rumored that Countess Amelia is still indebted to them.
The Messenger's Guild is to be found in every town along the Great Road. Darkwood Towne is no exception. They carry messages locally as well as across great distances. It is known that they maintain an office in the Jewel City of Terexes.
The Trollslayer's Brotherhood is unique to County Darkwood, founded 80 years ago by a member of the Grey Circle to fend off a plague of Trolls. They specialize in fire-based combat magic and have a style distinct and separate from the Grey Circle. They often find work as spell-slinging mercenaries.
Finally, the Magelight Guild provides magical illumination to many -- any who can pay. They sell Continual Light spells, sometimes manning a booth during markets. They also provide magical light in major streets, city walls, and the homes of the wealthy.
Local Religion
For the most part, the typical religion of the Seven Kingdoms pantheon is followed. It consists of eight gods: Mythreal, the triple-god is first among them, composed of the 3 elder gods Arsalon the Lion-Headed, S'sslarn the Serpent-Headed, and Jogorath the Jackal-Headed; Brandiwyne the goddess of war, fury, storm, and unbridled passion; Keiythe the Lord of Tides; Xoxox the last judge, Lord of the Underworld; Gungrid, the Lord of the Damned; Serena the goddess of healing and mercy; Allindra, the goddess of hearth and home; and Kregin the Rat-God, bearer of fire.The local cult of Kel, the patron of Keltharian, is also locally significant. Kel is a local war-god who protects the realm. In principle, the King of Keltharian receives his protection, and thus the line of kings has been coronated by the high priest of Kel. Kel is often invoked when defending the kingdom from outside threats.
Lendranu, almost exclusively referred to as the "River King," the spirit of the Layne River, is also widely worshipped. He lives beneath the water and is attended by a court of river spirits, including nymphs. During the high water time, there is a festival in which a boy and girl (each 13) are offered to the River King. Usually, this is symbolic. But occasionally, the River King sends emissaries to claim them. There are also river spirits who lure young men and women into the river. Some are malevolent and drown their victims. Others take them to the court of the River King.
Foreigners have also brought their religion. There are shrines along the road and at caravansaries to a myriad of deities. The most significant foreign presence is the Terexan goddess Ahari, goddess of lust, to whom a temple is dedicated. This temple takes the form of a brothel adjacent to the caravansarie in Darkwood Towne.
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