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Scions of the Great Kingdom

A Greyhawk Campaign — The Lands of Aerdy

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Beneath the Malachite Throne in Rauxes, an ancient empire rots from within. Here the heirs of Aerdy's fractured houses scheme, war, and bargain with powers best left unnamed.

Character Creation

Rules for building your young noble: the house rule for rolling ability scores, the gods of Aerdy and their standing at court, and suggestions for each class and species.

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Campaign Information

The Aerdy Gazetteer — the realms, forests, seas and highlands of the eastern Flanaess. Select an entry to open it.

The Great Kingdom & Its Fiefs

GREAT KINGDOM, THE (Kingdom of Aerdy)

His Celestial Transcendency, the Overking of Aerdy; Grand Prince of the North; Archduke of Ahlissa, Idee, and Sunndi; Suzerain of Medegia; Commander of the Bone March; Lord of the Sea Barons; Protector of Almor and Onnwal; Hetman of all the Aerdi; etc. (Cleric//Magic-user, 7th//12th level)

Capital: Rauxes (pop. 41,000+)
Population: 5,000,000 (includes N. and S. Province and Medegia)
Demi-humans: Some (scattered on fringes of kingdom)
Humanoids: Some (mixture)
Resources: foodstuffs, cloth, copper, silver, gold, gems (IV)

The history of the Great Kingdom is too well known to dwell upon here. Once the most powerful force for order and good, the Aerdians have declined over the last century to an unspeakable state of decadency. After a millennium of leadership, its rulers and nobles turned to evil and irrationality. Its current monarch, Ivid V of the royal house of Naelax, is reported to be quite mad, but crafty and deviously capable nonetheless. His writ extends to the Royal Demesne surrounding the capital, the Grandwood, and further only by threat and persuasion of the Peers whose fiefs comprise the balance of the realm. The Overking's Companion Guard consists of 10 select companies of various arms (heavy, medium, and light cavalry, crossbowmen, archers, and five companies of pole armed foot). Noble contingents allow the Overking to field an army numbering over 15,000 troops in a relatively short time, and if necessary a force of four or five times that size can be called up.

Both the North and South Provinces are under the suzerainty of Aerdi royal houses and are ruled almost as independent states. The troubles in the Bone March have caused the Herzog of the North to fall into line, as the difficulties with the Iron League brought his southern counterpart into closer co-operation with the Malachite Throne. (See NORTH PROVINCE, SOUTH PROVINCE, and also SEE OF MEDEGIA.) The Sea Barons (q.v.) pay a token tribute to the Overking and conduct their piratical operations under letters of marque bearing the Overking's Seal.

NORTH PROVINCE (The)

His Radiant Grace, the Herzog of the North Province (Assassin, 15th level)

Capital: Eastfair (pop. 29,100)
Population: 750,000
Demi-humans: Few
Humanoids: Some
Resources: foodstuffs, cloth, electrum

The Herzog of North Province is a cousin of the Overking, as evil as his kin, but certainly not as demented. The boundaries of this princely fief extend from the Blemu Hills to the coast of the [Solnor, extending] as far south as the Adri Forest, and well below the Trask [River. The court] at Eastfair is infamous for its debaucheries. Movement of Nyrond-Almor forces into the lower Bone March, and the capture of Knurl by these forces, coupled with continuing incursions by humanoids from across the Teesar Torrent, have troubled North Province. A punitive force of mercenaries was defeated in the hills above Belport recently, and it is now reported that the Herzog is seeking Imperial funding of a huge army to recapture the southern portion of Bone March. This [army will u]ndoubtedly contain both mercenary men-at-arms and humanoid[s recruited fro]m the upper portion of the march.

SOUTH PROVINCE (The)

His High and Radiant Grace, the Herzog of the South Province; Fasstal of Ahlissa, Idee, and Sunndi; Overlord of Onnwal (Thief//Fighter, 5th//11th level)

Capital: Zelradton (7,000+)
Population: 400,000-
Demi-humans: Doubtful
Humanoids: Few
Resources: foodstuffs, silver

The ruler of South Province, a cousin of the Overking in Rauxes, is in disfavor. All previous attempts to regain the lost portions of the fief have been turned back in defeat, and the revenues coming to the Malachite Throne have diminished considerably, for the lost territories were rich indeed. Thus the Herzog has stated the intent to stake his entire personal fortune on a last attempt to break the Iron League. Success, of course, would make most of his title something more than hot air, regain favor for him in Rauxes, swell his coffers to bursting with wealth, and lastly give much wicked satisfaction to him. At the present time the holding extends only to the fief of Ahlissa and the central lands always retained by the Herzog, the territory around Hexpools and the Thelly River (and portions of this are even claimed by the Censor of Medegia, who seeks to take advantage of the Herzog's disgrace). While native troops, except for those of the petty nobles and gentry serving the Herzog, are unreliable at best, the heavy cavalry is considered to be highly effective, and mercenary men-at-arms, exceptionally well armed and equipped, make the army of the South formidable. If the viceroy carries through with his vow, a major war can be anticipated soon. If it does erupt, it is certain that Nyrond and Almor will move to support the Iron League—comprised of Idee, Irongate, Onnwal, and Sunndi (qq.v.).

MEDEGIA, SEE OF

His Equitable Nemesis, the Holy Censor of Medegia (Cleric, 15th level)

Capital: Rel Astra (pop. 39,800+)
Population: 200,000
Demi-humans: Sylvan Elves (see GRANDWOOD FOREST)
Humanoids: Some
Resources: foodstuffs, cloth

The Holy Censor was originally the chief cleric of the Great Kingdom. Clerical holdings were granted from Rel Astra to Pontylver south of the Mikar and Flanmi Rivers, including a portion of the Imperial Preserve (Grandwood Forest). This fief became so strong as to be virtually independent when the Malachite Throne went into decline. The Holy Censor still remains one of the chief advisors of the Overking, however, and he reigns oppressively over peasant masses with full approval from Rauxes. The clerics and nobles of the See have grown exceedingly rich, and their mercenary forces harry the Olvenfolk in the Grandwood and loot across the Flanmi in the Glorioles and Hestmark Highlands, where the Censor has extended his holdings to these very foothills, contesting with dwarves and gnomes without quarter.

REL ASTRA (City of)

His Most Lordly Nobility, the Constable Mayor of Rel Astra (Assassin//Magic-user, 6th//9th level)

Capital: Rel Astra (pop. 58,700)
Population: 90,000+
Demi-humans: Very few
Humanoids: Some

The city and constabular fief of Rel Astra extends from the precincts of the city northwards to the Lone Heath south of the Mikar, including the town of Ountsy, whose mayor is subject to Rel Astra. This trading and mercantile port city is held in hereditary fief by a rival noble house of the Aerdi who are secretly conspiring against the royal house of Naelax, although they are careful to allow no proof of this to fall into their enemies' hands. They desperately seek close ties with Medegia and the Sea Barons to balance the weight of the Overking's kinsmen in North and South Province. It is reported that the Overking views these machinations with ill-concealed delight, for they are seen as check and balance, as the monarch fears his own at least as much as he distrusts others. In any case, the lord of Rel Astra at the same time desires to check the growth of the Censor's lands and holdings, and secret plots with the freefolk of Grandwood Forest and the Herzog of the South Province are rumored.

The Constable Mayor fields a strong force of cavalry and foot, as well as a squadron of warships. His horse has a nucleus of nobles and knights numbering about 100, and their esquires and sergeants add some 400 medium cavalry; light horse contingents round the number to a full 1,000. There are an equal number of men-at-arms, about half of whom are crossbowmen. Levies and militia numbering 1,000 horse and 6,000 foot can be called up from Rel Astra, Ountsy, and the surrounding lands on short notice. Recently the Rel Astrans have employed mixed human and orcish scouting bands as light troops in the Grandwood and similar groups on the Lone Heath.

SEA BARONS

His Noble Prominence, the Lord High Admiral of Asperdi; Commander of the Sea Barons (Fighter, 13th level)

Capital: Asperdi (pop. 7,100)
Population: 40,000+
Demi-humans: Few
Humanoids: Few
Resources: None outstanding

The Aerdi power spread to the islands off the shores of the Gullcliffs, where the newcomers mixed with Flannae. The Overking eventually appointed certain nobles to baronial island fiefs, four in all, instructing them to build squadrons of ships and compete, for whichever of their number excelled in warfare at sea would be appointed over all as supreme baron and admiral as well. Baron Asperdi won the post, and to this day the High Admiral of the Great Kingdom is the hereditary Baron of that place.

The four barons are virtually independent today, but still swear fealty to the Overking and serve loyally if not with great enthusiasm. Their squadrons protect the coasts from Bellport to Pontylver, driving off the northern barbarian seawolves, protecting the coastal sealanes, and fight with the ships of the Duxchan Lord whether piratical or otherwise.

World of Greyhawk (Darleen) Open full map →

World of Greyhawk (Darleen)

Other Realms & Holdings

ALMOR, PRELACY OF

His Venerable Mercy, the Prelate of Almor (Cleric, 12th level)

Capital: Chathold (pop. 4,789)
Population: 150,000+
Demi-humans: Few
Humanoids: Few
Resources: foodstuffs, cloth, copper

Originally a clerical fief of Aerdy, Almor grew in power and independence as the Great Kingdom became weak and decadent. The various petty nobles and the Lord Mayor of the town of Innspa swear allegiance to the reigning prelate—usually a high priest. The state is only loosely organized, but it has a strong spirit of freedom and justice based upon religious precepts. The peoples are mainly farmers and herdsmen and fisherfolk. In the far north there are some foresters.

Militia contingents bear crossbow, spear or polearm (fauchard or glaive most commonly), or longbow or battleaxe (northern contingent). Standing forces number around 5,000 total horse and foot, plus the nobility and gentry. The Prelacy is strongly supported by Nyrond as a buffer between that realm and that of the Overking, and pays a stipend to help support the standing army of Almor.

BONE MARCH

His Nobility, the Marquis of Bone March (No one currently has claim to this title)

Capital: Spinecastle (pop. 6,300)
Population: 30,000 +/-
Demi-humans: Few (beleaguered gnomes of the Flinty Hills)
Humanoids: Many (gnolls, ogres, orcs in numbers)
Resources: silver, gems (I, II)

When the Kingdom of Aerdy became an empire, its leaders determined to crush the troublesome barbarians pushing down from the Thillonrian Peninsula and settling in the strip of land between the Rakers and Grendep Bay. Being indifferent sailors, the Aerdians opted to attack overland, and began to send strong parties northwards to drive the invaders from the north back to their homeland. After many sharp skirmishes, a large contingent of imperial troops was routed, and full-scale warfare began. The Fruztii tribes had retreated before the Aerdians, but sent out calls for their kin, and these doughty fighters poured down by land and sea for the prospect of battle and loot. Over 10,000 assembled and attacked the works under construction at Spinecastle. A relief force fought a pitched battle with these barbarians, and most of them were slain—along with several thousand imperial soldiers. The newly won fief was named for the remains of this struggle, the Battle of the Shamblefield, or Caldni Vir's Charge.

In 560 CY hordes of humanoids (Euroz, Kell, Eiger, and others) began making forays into the Bone March, and these raids turned into a full-scale invasion the next year. In 563 the land fell to these invaders, its lord was slain, and its army slain or enslaved. Humans in the area were likewise enslaved or killed, and the whole territory is now ruled by one or more of the humanoid chiefs. Exact information is not available. The humanoids gained access to the area by moving through the mountains, and they use them now to raid the Pale, Ratik, and even Nyrond—although any movement through the Flinty Hills is at great peril due to the gnomes still holding out there. There is continual border warfare along the Teesar Torrent and in the Blemu Hills of Aerdy's North Province, although some say that the Overking would gladly make peace with the humanoids to the north and enlist them in his own armies.

IDEE (County of), Member of the Iron League

His Brilliant Lordship, the Count of Idee (Fighter, 14th level)

Capital: Naerie (pop. 4,900)
Population: 50,000+
Demi-humans: Some
Humanoids: Doubtful
Resources: foodstuffs, copper, gold

When the South Province rose in revolt against the Overking and the Herzog, the nobles and men of Idee were in the forefront. This territory is the most open to attack by the vengeful Aerdians, and so the Count maintains a standing army to man and support the chain of castles and fortresses which guard his northern frontier. Militia contingents are ready to stand to arms on instant notice. Meanwhile, Idee carries on a brisk trade via the sealanes with Onnwal and Nyrond. (See also IRONGATE, ONNWAL, SUNNDI, and GLORIOLES and HESTMARK HIGHLANDS under GEOGRAPHICAL FEATURES.)

NYROND, KINGDOM OF

His August Supremacy, the King of Nyrond; Duke of Flinthill; Altmeister of All the Aerdi, etc. (Fighter, 16th level)

Capital: Rel Mord (pop. 46,500)
Population: 1,375,000+
Demi-humans: Sylvan Elves, Gnomes, Halflings
Humanoids: Few
Resources: foodstuffs, cloth, copper, silver, gems (I, II)

The strength of Nyrond, and the hostility of its rulers and nobles, have been the major protection for the civilized nations of the Flanaess against the depredations of the Great Kingdom and its mad emperors. Nyrond also went through a phase of near-imperialism, making both the County of Urnst and the Theocracy of the Pale tributary states for a time. This course was altered, however, when the wise King Dustan I, called Crafty, saw his realm threatened by internal strife and ex[ternal enemies, and called] the Great Council of Rel Mord. Here, the king met with ambassadors from Almor, the Iron League, the Pale, and Urnst. All troops were withdrawn from the Pale and Urnst thereafter, the Nyrondese allowing both areas self-determination, and both, in turn, agreeing to a concord entailing mutual trade and military support. Almor was treated somewhat similarly, and aid was granted to the Iron League in the form of loans and treaties which assured the League of survival against the common enemy.

The current boundaries of Nyrond are: Nesser River – Franz River – Artonsamay River – Nutherwood – Gamboge Forest (northern terminus) – Rakers – Flint Hills – (lower) Harp River – Relmor Bay. Nyrondal contingents assist Urnst and the Pale against the Bandit Kingdoms, and a squadron of their warships sails Relmor Bay and the Sea of Gearnat in support of the Iron League. Strong garrisons of the Nyrondese Army are stationed in strategic positions to move to the aid of either Almor or the Pale in time of need.

In addition to human forces, Nyrond has special demi-human scouting troops. In time of need, pacts call for support from Urnst (County and Duchy) et al. Nyrondal heavy cavalry and armored footmen comprise the majority of the realm's army, with lesser numbers of bowmen and light hillman infantry as support.

ONNWAL (Free State of), Member of the Iron League

His Noble Authority, the Szek of Onnwal (Fighter, 12th level)

Capital: Scant (pop. 3,800)
Population: 25,000+
Demi-humans: Dwarves (2,000+)
Humanoids: None
Resources: platinum, gems (III)

Onnwal was originally a lesser fief of the Herzog of South Province, to be granted as he saw fit to his faithful followers. The oppressive rule of the Great Kingdom brought great discontent and instigated [widespread rebellion], the whole of the South Province being in arms. All of the lower portion was lost to the empire when the Iron League was founded in 447 CY. This alliance joined Onnwal with the Free City of Irongate (which barred the Onnwal peninsula), Idee, Sunndi, and the demi-humans of the Glorioles and Hestmark Highlands in economic and military alliance. Onnwal and Irongate supplied the sea power, while the other members furnished troops for land actions—although strong contingents from both of the former places were also sent to battle. Irongate was besieged by Aerdian forces for several months, but in the Battle of a Thousand Banners the siege was lifted when a ruse panicked the northerners, and great numbers of them were subsequently slain by a combined host of men and gray elves of the League. While never invaded, Onnwal is subject to periodic sea raids from the Herzog's squadrons. The major port of Scant is exceptionally well fortified because of this fact. Other than a small force of regulars and her marines, Onnwal relies upon levies in time of war. (See also IDEE, IRONGATE, SUNNDI, and GLORIOLES and HESTMARK HIGHLANDS under GEOGRAPHICAL FEATURES.)

SPINDRIFT ISLES

The Councils of Five and Seven

Capital (Lendore Isle): Lo Reltarma (pop. 10,000+)
Population: 20,000+
Demi-humans: Many in the northern isles, 1,500+ on Lendore Isle
Humanoids: Many on Lendore Isle, mainly orcs and kobolds
Resources: Unknown

The islands furthest east in the Asperdi-Duxchan chain are the Spindrifts, some 100 leagues east of the Medegian coast. Exact information is not available, as neither the Sea Barons nor the Duxchan captains have reported upon them—both groups likely desiring to expand their holdings by acquiring these islands. There are tales that numerous Olvenfolk dwell in the Spindrifts, and the reason that neither seafaring nation reports anything about them is because these elves capture and imprison any sailor so bold as to enter their domain. The isle furthest to the south was once ruled by a mighty wizard, one Lendore, according to stories.

The Spindrifts are really divided into two parts: the northern islands of the High Elves and the single southern Lendore Isle. The three northern islands are supposedly overseen by five elven wizards supported by numerous elven lords and half-elven clergy. Ships from the Lordship of the Isles as well as from the Sea Barons who have ventured there have yet to return! There are no reported towns or villages in the northern islands, and seclusion is all these demi-humans seem to require.

Lendore Isle, on the other hand, has much trade with the continent and pays, through the Council of Seven of Lo Reltarma, a liberal sum to both the Lordship of the Isles and the Sea Barons to pass without incident. This immunity has been ignored on occasion by an enterprising pirate who is then later exterminated; whether by an agent of the Council or by someone else is unknown. The humans of Lendore Isle almost exclusively pray to the ancient gods of the Suloise, but how this religion became dominant on this faraway isle is a mystery. Lendore Isle is named for the Arch-Mage who founded it, but tales of him and the fellowship he brought to the Spindrifts are all but lost.

SUNNDI (County of), Member of the Iron League

His Brilliant Lordship, the Count of Sunndi; Olvensteward of the South (Cleric/Fighter/Magic-user, 5th/8th/8th level)

Capital: Pitchfield (3,600)
Population: 50,000+
Demi-humans: Gray Elves (7,000), Mountain Dwarves (3,000+), Gnomes (2,000+)
Humanoids: Some (see VAST SWAMP)
Resources: electrum, platinum, gems (II, IV)

The County of Sunndi was once a fief within a fief, being granted to a loyal peer of the Overking's Herzog of the South Province of the Great Kingdom. After a long period of oppressive taxation, maltreatment by royal troops and those of the Herzog as well, and harrying of its demi-human inhabitants, the nobles of human and non-human folk in the area joined the general uprising against Aerdian rule, and in 455 CY became a part of the Iron League. The county is well protected by natural barriers which enable it to be defended—the dense Rieuwood and hills to east and west. The neck of the Tilvanot Peninsula below Sunndi is corked with a great, semi-salt swamp. (This is a mixed blessing, as there are numbers of very unpleasant creatures dwelling therein.) The county benefits both from its natural resources (including agriculture) and from trade—overland with Idee, by sea with Duxchan. It is threatened continually, however, from the north by the Herzog's legions, from the east by the forces of the Holy Censor of Medegia, and by the Sea Barons along its coasts.

Sunnd troops are always in arms—human and dwarven contingents in the Glorioles, human and gnome companies guarding the eastern hills, human and elven foresters ranging the northern woodlands. The Sunnd hillmen employ slings and morningstars, while the men of the interior prefer crossbows and bardiches. Except for the nobles and their equerries, Sunnd horse is medium or light, and not numerous in any event, for they rely upon their confederates to the west (Idee) to provide cavalry. (See also IDEE, IRONGATE, ONNWAL, and GLORIOLES and HESTMARK HIGHLANDS under GEOGRAPHICAL FEATURES.)

Forests & Rivers

ADRI FOREST
Population: 25,000-
Demi-humans: Few
Humanoids: Few

This great area of ancient forest lies principally within the borders of the Great Kingdom, although its north-western tip (that part west of the Harp River) belongs to the Prelacy of Almor. The forest abounds with game, and it is carefully forested and maintained by those who dwell within its confines. The wood found here is generally employed for shipbuilding, spear shafts, bows, and arrows. Weapons common to the inhabitants include the longbow, battleaxe, and short spear.

GRANDWOOD FOREST
Population: 25,000
Demi-humans: Sylvan Elves (7,000), some others
Humanoids: Some

It is fortunate for the people and elves of Grandwood Forest that a more able ruler does not sit upon the Malachite Throne. Likewise, it is indeed to their good fortune that the Holy Censor of the See of Medegia covets that portion of these woodlands which lies south of the Mikar, while the nobles of Rel Astra strive to thwart him and yet remain uncommitted to actual warfare. The Grandwood, lying scarcely 25 leagues from Rauxes, is yet a haven for those escaping from oppression—outlaws both good and bad, demi-humans, and those who hate cruelty and tyranny. The western third of the forest is relatively uninhabited, for there the troops of the Overking are numerous, but deeper within the Grandwood the Overking's minions do not go for fear of attack. The impassable tangles and thickets are haven to waiting halflings, the high branches hide elven archers, and woodsmen lie in ambush along the tracks. Occasionally Censorial troops will push into the heartland, but they return fewer in number than they started out, often never seeing the enemy who harried their march. Men of Rel Astra likewise enter the Grandwood and post it in the name of their city, but no serious attempt to hold any portion is ever made.

A tale relates that the freefolk of the Grandwood once led divergent parties of intruders into battle with each other, so that the Overking's men-at-arms slew and were slain by troops of his liegemen of Rel Astra and Medegia. It is certain that the woodsmen dress in the coats of their enemies at times, and those who dare the forest know not friend from foe. To counter this, the Overking has of late enlisted humanoid troops to flush the woodlands of those who oppose him, and the eventual results of this move are yet to be determined. It has angered the Censor, and his troops are reported to have orders to cut down all humans and humanoids on sight, regardless of whose colors they wear. This certainly aids the dissident folk of Grandwood.

RIEUWOOD

This forest caps the northern end of Sunndi. Its mighty trees stretch from the middle portion of the Hollow Highlands to the rises of the Glorioles. It is patrolled by the forces of Sunndi and made dangerous to enemies by elves and rangers. Despite this, raiders and even humanoid marauders are sometimes found therein.

FLANMI RIVER

The greatest water in the eastern Flanaess, its basin drains nearly all of the Great Kingdom, and most of the river and its tributaries are navigable by ship all the way to Rauxes, or by barge beyond.

MIKAR RIVER

A tributary of the Flanmi which rises in the Lone Heath and flows through Grandwood Forest.

THELLY RIVER

A tributary of the Flanmi, navigable as far as the town of Nulbish.

Geographical Features

GLORIOLES

This is another lesser mountain range which is found at the northwestern end of the Hestmark Highlands. The Rieuwood lies to the west of the Glorioles, and the Grayflood and Thelly Rivers above. The peaks and valleys of this range are the homeland of perhaps 10,000 or more mountain dwarves. These dwarves, despite an antipathy for elvenkind, have of late aided in the warfare being conducted by the Iron League against the invading forces of the Great Kingdom.

GULL CLIFFS

The headlands which rise steeply along the coast west of the isles of the Sea Barons are known as the Gull Cliffs (or Gullcliffs) because so many sea birds nest among these hills and sea cliffs. The town of Roland nestles amongst the hills, a major port for commerce to and from Rauxes and the sea.

HESTMARK HIGHLANDS

The Hestmark Highlands run northwards up the coastline of South Province from the town of Dullstrand to the mouth of the Flanmi, branching northwestwards into the Glorioles. These hills have always been a rallying point for disaffected humans, as their remote location and rugged character have enabled their demi-human inhabitants to remain free of the rule of the Overking or his minions. Many gnomes and dwarves live in the Hestmarks, and free-spirited men have their villages amidst the shelter of these hills as well. The area is well known for its precious metals and gems, and for this reason it is often raided by forces of the Overking who badly need the wealth thus obtained. Medegians, troops from the Herzog of South Province, and imperial soldiery alike probe these hills all too often. Its inhabitants, doughty in the beginning, have become battle-hardened veterans because of these continual skirmishes and raids, and with the men and elves of Sunndi are beginning to conduct their own forays into the lowlands beyond the Hestmarks in reprisal.

The independent town of Dullstrand (pop. 5,500) and its environs proclaims neutrality in these matters, but it is probable that secret aid is given to the insurgents in the hills. Freebooters certainly find safe haven in the town, and its forges make weapons and armor which are not seen by the Overking or his men-at-arms.

Places of the Darmen Lands & the West

Towns, castles and fiefs from Ivid the Undying, around your home in the Darmen lands. Select an entry to open it.

The Great Kingdom Open full map →

The Great Kingdom

House Darmen Principalities

Principality of Kalstrand
Type: Princely fief
Ruler: Prince Xavener, with cousins and siblings
House: Darmen

Fertile, well-run and very rich. Trade comes by river junction and the dirawaen road to Jalpa, and there is a great trade fair at mid-Wealsun.

Locations

Kalstrand
Type: City (pop. 19,000)
Ruler: Prince Xavener
House: Darmen

Double-walled, moated river city with goods at 140% of normal cost. Known for the Hovering Gardens, the Museum of Antiquities and a huge cathedral of Zilchus, where the Zilchan patriarch Larissen is a gilded prisoner. A city of polite smiles and backstabbing, much visited by Ahlissans.

The Coach Keeps
Type: Chain of fortified coaching taverns
Ruler: Xavener's siblings and cousins
House: Darmen

Garrisoned inns along the road to Jalpa, each with a luxury suite shielded against divination. A good place to overhear family gossip.

Hornish
Type: Market town (pop. 1,250)
Ruler: Not named in the book; in Xavener's lands
House: Darmen

Typical bustling river-and-road town, famous for its canoemen: skilled fast-boat scouts and escorts for merchant vessels.

Strand
Type: Village and walled keep (pop. 900)
Ruler: Prince Karralak, Xavener's younger brother
House: Darmen

Border watch on Ahlissa and a base for spies, with swift light horse and five mages. Its shrine to Istus holds a relic strand of her web that changes colour to reveal curses or a child's magical talent.

Principality of Jalpa
Type: Princely fief
Ruler: Prince Farland, Xavener's uncle
House: Darmen

Rich like Kalstrand, except for a blighted, barren moor west of Balaour. A small, secure fief with more going on than meets the eye.

Locations

Jalpa
Type: City (pop. 22,500)
Ruler: Prince Farland
House: Darmen

The crossroads of Aerdy, with 750 inns, now hit hard by lost trade. Faded grandeur, rising crime, refugees and rumours of Nerull necromancers. Home of the strange Polyphonium. Farland is gathering allies for Xavener's claim.

Balaour
Type: Village and trade stopover (pop. 600)
Ruler: Not named; in Farland's lands
House: Darmen

Shuttered, superstitious river village. Everyone wears a hound's-head charm against the spectral “black dog” of the boggy, evil-tinged moor.

Bar Strannach
Type: Village (pop. 900)
Ruler: Not named; in Farland's lands
House: Darmen

On the Jalpa–Rel Deven highway. A shrine to Boccob keeps the Lays of Bar Strannach, a riddling prophecy spewed up by a dying fomorian giant in CY 172, which sages and princes' agents come to consult. 100 of Farland's light cavalry are based here.

Principality of Torrich
Type: Princely fief, split between two rulers
Ruler: Prince Dilweg and Princess Bersheben
House: Darmen

Fertile, and full of western exiles. Inquisitive troop patrols stop and question travellers on the roads.

Locations

Torrich
Type: City (pop. 27,000, up from 19,000)
Ruler: Prince Dilweg
House: Darmen

Hill-castle city swollen with exiles; overcrowded, suspicious and shabby. Dilweg is a fiery mage-prince urging a strike on Rauxes. Scarlet Brotherhood spies were recently caught here, and the Thieves' Quarter is rumoured to hide drow.

Forinn
Type: Village growing into a town (pop. 1,900)
Ruler: Princess Bersheben
House: Darmen

Seat of the cruel princess known as “the Undying.” Her army includes 800 disciplined Grandwood orcs, used for raids and to guard her tithe collectors.

Spiral
Type: Castle
Ruler: Princess Bersheben
House: Darmen

Mirror-imaged double keep full of spiral stairs leading down to dungeons, garrisoned to watch Medegia. Home of Rexifer, a Garasteth lich who studies the Blood War, and of Bersheben's dangerous mage sister Baaneth.

Willnend
Type: Town (pop. 4,400)
Ruler: Not named; in the Torrich lands
House: Darmen

Former fair town, now a backwater full of adventurers, veterans and unemployed mercenaries. Loose tongues and strong local ale (Beory's Draught) make it ideal for low-level intrigue.

Principality of Nulbish
Type: Princely fief
Ruler: Prince Harnnad
House: Darmen

Small but gem-rich, with low taxes. The people are jumpy and paranoid after the war and spy scandals, and worship of Hextor and Nerull is growing. Sunndi elves and dwarves raid along the Thelly.

Locations

Nulbish
Type: City (pop. 16,000)
Ruler: Prince Harnnad; military commander Magistar Vlent
House: Darmen

War-scarred garrison city with a mage-crewed river flotilla, a strong Hextor priesthood, orc and half-orc mercenaries and a brutal slum. A Brotherhood spy has been exposed, and another is suspected.

Bluelode
Type: Village with three linked keeps (pop. 900)
Ruler: Prince Harnnad, held personally
House: Darmen

Guards the Thelly gem beds, with the elite Steel Squadron watching the panning and thieves executed on the spot. Dungeon-prisons for political enemies, and a rumoured drow torturer.

Citadel of Salt
Type: Castle under construction
Ruler: Prince Harnnad
House: Darmen

Being rebuilt on an old salt-road keep as a bastion and riverboat base against Sunndi. Enslaved Sunndi dwarves do the work, with their children held hostage at Bluelode.

Pardue
Type: Town (pop. 3,300)
Ruler: Not named; 600-man garrison
House: Darmen

Quieter trade town where the Mikar and Thelly meet, guarding against Medegia and the south. Home of Wallzern, a drunken priest of Olidammara who mocks every noble and somehow survives.

Sarndt
Type: Market village (pop. 1,400)
Ruler: Not named
House: Darmen

Stopover on the Nulbish–Torrich road. Home to a 300-year-old enclave of about 90 civilised flinds who run shops that stay open late.

The Western Lands — House Cranden

Rel Deven
Type: City and regional capital (pop. 8,000)
Ruler: Prince Carwend, sharing power with four kin
House: Cranden

Only neutral temples are officially allowed. A dozen floating glowstones, said to be Schandor's work, defend the city, and a fringe cult worships them. Very diverse population, including voadkyn, Thelwood bowmen, elves and hidden priests.

Harp River Keeps (c. 12)
Type: Chain of small border keeps
Ruler: Various princes; anchored on Jennden
House: Mixed; the southern keeps are held by good-aligned Cranden and Darmen nobles

Each keep holds 50–100 foot, some with a mage, along the east bank of the Harp watching Almor. More a signal to Szeffrin than a real defence. The southern keeps have better morale and cavalry patrols.

Ralsand
Type: Garrison town (pop. 2,800)
Ruler: A distant cousin of Carwend
House: Cranden

Reserve base for famed blue-liveried light cavalry. The diviner Francenn, a worshipper of Olidammara, keeps a magic map that glows where threats arise; his two “dwarf” bodyguards are polymorphed mountain giants.

Oldridge
Type: Town
Ruler: None; contested by petty princes
House: Mixed: Darmen, Cranden, Naelax and Rax-Nyrond

A nest of mercenaries and recruiters. Bigby was born here, and his looted tower is said to have sealed dungeons that open only at rare conjunctions.

Rasfern
Type: Village and tower complex
Ruler: Prince Benzeden, an archmage and follower of Boccob
House: Western Lands noble (house not stated)

Tranquil village of purple ferns and spring-fed pools with nixies and water weirds; the villagers are oddly passionless. The reclusive archmage sent Carwend two iron golems so he'd be left alone.

Tarrentch
Type: Fortified manor and village (pop. c. 400)
Ruler: Goldwhite, a master thief
House: None; in Carwend's lands

Suspiciously wealthy village with goods at 200% of normal cost. Goldwhite now spends her plunder on mercenaries for Carwend's border keeps against Szeffrin. Karasin of Innspa has a 10,000 gp bounty on her.

Your Starting Court: Hornish

A busy river and market town of 1,250 people in the lands of House Darmen, where every boat must pay Baron Aldric Harrow's toll. Your home, its map, the places you know and the people every ward knows.

Enter Hornish →

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Hornish Environs