Tuesday, October 8, 2013

Campaign Design - Nations: Medwyr

Medwyr

Largest City: Peniarþ

Located in the valleys to the south of the Steinig Mountains, Medwyr is a prosperous and relatively peaceful land. Except for the occasional incursion from nefarious inhabitants of the eastern arm of the Nimlau Mountains there is really no threat that directly borders upon this land. Since Loring has come under the sway of the White Hand, Medwyr has become an important trade route for products from Steinigreich, although the route from Tiefburg to Peniarþ is long, difficult, and treacherous.

This land is best known for the volume and quality of its finished products and the sharpness of its merchants. With large numbers of shepherds in its highlands, Medwyr produces copious amounts of wool. Textiles, woodwork, and other manufactured products are the most prized items from this land. Because it has a long, rocky coast and no navigable rivers, Medwyr has no substantial trading ports, but does have a moderately large fishing fleet.

Warriors from this kingdom favor the battle axe and throwing axe as weapons of choice, possibly due to the influence of the many Steinig dwarves who pass through the nation on trading caravans, and the longsword is a commonly used weapon as well. Maþ’s academy of wizardry is also located in Medwyr, near its northeastern border in the town of Calleva.

Ruler: Adalbeort Leifsonne of House Rodblad

Adalbeort is in his early thirties, but unlike many of his fellow Council members he is somewhat bookish and has little interest in war and power. He is more of an administrator than a warrior and has made his kingdom more prosperous over the last few years through his wise management of the modest amount of trade that passes through his lands. Although he is not much of a soldier or battle leader, Adalbeort is generally respected due to his decent administration of his kingdom, although it is unlikely that he would ever be regarded by other members of the Council as any kind of leader.

Adelbeort, however, is said to have something of an inflated opinion of his own abilities, and it is rumored that he has aspirations of political leadership. It has been noted that Adelbeort has expressed a distaste for the attitudes of the other lords of the Freeholds whom he terms “warmongers” and clearly believes that he would be better suited to leading the Council than any of them.

Home     Three Worlds     Midrun     Freeholds

Campaign Design - Nations: Eidling

Eidling

Largest City: Arras.

With no particular trade routes crossing through it, Ersav has a decidedly provincial reputation, with jokes about dim-witted Eidlingers being popular throughout the rest of the Freeholds. In truth, Ersav is often plagued by trolls, hill giants, and ogres from the Nimlau Mountains, and many of its inhabitants are experienced giant fighters. Ersav is ruled by House Hæl, a house of limited note save for the prevalence of giant-slayers among its ranks, including the legendary King Olvin Howelsonne who is credited with turning a massive two-headed giant into what is now Mount Pire.

Eidling is farm country, a fact that serves only to reinforce its reputation as a land of country bumpkins. However, this fact means that when the harvest is good, the kingdom is prosperous, as her farmers are able to export all of their surplus grain, whiskey, and vegetables down the Gjol River through Dunnum to the ever hungry port of Enselm. The open fields of the south and west of the kingdom are excellent country for raising cattle and horses, and the Warknights of the Council often come to Eidling to purchase mounts for their members.

Unfortunately, the ruling House Hæl has seen its coffers and military power wane in the last few years due to the neglect and mismanagement of its young ruler. Queen Astryd has shown little interest in military affairs and has neglected them, resulting in a substantial degradation in their morale and effectiveness. As a result the famed cavalry of Eidling has degraded into a poorly equipped force with low morale and limited effectiveness, a development that especially worries Astryd's neighbor Smoit, who fears that he will have to spread his already stretched forces even thinner to shore up his erstwhile ally.

Duin Deva, located at the foot of Mount Pire, is the location of the Fochluchan College of Bardic Study, and one of the most important bases of operations for the Warders of the Council, which serves to offer the kingdom some measure of protection even though its own military forces are in disarray.

Ruler: Astryd Eatunsdottor of House Hæl

This kingdom has been traditionally ruled by the members of House Hæl and is currently governed by Queen Astryd Eatunsdottor of that line. Despite the military fame of House Hæl, Astryd has allowed her military forces to decline through neglect. As the only real threats facing the kingdom are the nefarious denizens of the Nimlau Mountains who are mostly held in check by the power of her neighbor King Smoit and the Warders of the Council, Ersav's military decline has not had any substantial consequences as of yet, but should the bands of humanoids and giants on her borders ever organize under one banner, Astryd may find herself unable to effectively deal with the invasion.

Before his disappearance, Astryd was betrothed to Prince Trystan of Ceniþ, a pairing that her father Eatun and her intended father-in-law Smoit saw as a means of unifying their two kingdoms, ostensibly to provide a counterweight to Queen Maeva's growing political influence. Others in the Freeholds believed this to be the first step in a long term plan to weld the Freeholds under the banner of a single king, but whatever the intent was, it was derailed when Prince Trystan went missing four years ago. Since the disappearance of her fiance, Astryd has shown little interest in other suitors, although it is unclear whether this is out of devotion to her lost love or simply due to the inattention of a somewhat flighty young woman.

Astryd, in the meantime, relies upon a collection of advisers to administer her kingdom while she indulges her whims. It is the general opinion of many individuals throughout Eidling that Astryd has been poorly served by her chosen advisers, who are said to have given concessions and monopolies to their friends and pocketed much money that should be going to her coffers. Astryd is convinced of the value of these men, however, and those who speak against them do so at their own peril.

Home     Three Worlds     Midrun     Freeholds

Campaign Design - Nations: Ersav

Ersav

Largest City: Cearaden

Blessed with the strategic Glasrehdeg River east-west trade route and the bustling port city of Cearaden, Ersav is the oldest, richest, and most powerful of the Freeholds. Much of the trade between the Freeholds and the rest of the Sky Empire was traditionally controlled by House Åchren. Populated primarily by humans, this land has a small but vital population of halflings, gnomes, and dwarves as a result of its central position and wealth.

In addition to being the most significant eastern trade hub for merchants from the Freeholds dealing with the outside world, Ersav has excellent farmland. As its borders extend deep into the Rhyfedd Forest, Ersav is also home to a thriving lumber industry. Ersav is also a critical trade route between Hartzstadt and the the Freeholds, as it controls most of the course of the Pale River.

Ersav enjoys the unique advantage of hosting the High Council in the city of Cærwent, located near the headwaters of the Liga River at its highest navigable point. Because of this, the rulers of Ersav have rarely had to worry about threats from their eastern border, because the forces of organizations sponsored by Council such as the Warders and the Warknights patrol the region for them.

Ersav is famous for its well-trained pikemen, who have historically formed the core of its land forces. Ersav also has a long established tradition of maintaining a strong fleet of warships to combat the pirates that plague the shipping lanes in and around Dirwyn Bay, although some have accused Mæva of sending her own forces on piratical expeditions to dissuade merchants from using Dunnum rather than Cearaden as a port of call. Mæva has recently recruited some Ahaliat tribesmen from the At'viras Steppes to provide her with a force of cavalry, a development that many others in the Freeholds regard as somewhat ominous.

Ruler: Mæva Seainsdottir of House Åchren

Currently, House Åchren is ruled by Queen Mæva pen’Åchren, a raven-haired middle-aged woman reputed to be both beautiful in appearance, regal in bearing, and stern in temper. Mæva and her predecessors have long campaigned for the Freeholds to secede from the Sky Empire and unify under the rule of House Åchren.

Other notable personages in Ersav include Mæva’s consort, and House Åchren Warleader, Lonn Ardrasonne, known as a cold, calculating, and ruthless sea commander, and Mæva’s court wizard, the enchanter Grimgower, who is reported to command a vast network of spies and informants throughout the Freeholds. Mæva’s court wizard is greatly feared by many, as those who cross Grimgower have a disturbing tendency to suffer debilitating or fatal accidents soon afterwards.

Home     Three Worlds     Midrun     Freeholds

Monday, October 7, 2013

Campaign Design - Languages

Languages

The languages Celestial and Infernal are used in the campaign, so much so that the Celestial tongue is the liturgical language of most of the Lords of Heaven, while Infernal is generally the liturgical language uses by the priesthoods of the various Lords of Hell. More rarely, the Celestial or Demon Lords use Axiomatic and Anarchic as their liturgical language, but not Abyssal (all references to Abyssal should be read as referring to Infernal or Anarchic, whichever is more appropriate). All four of the elemental languages (Aquan, Auran, Ignan, and Terran) are used by creatures of an elemental nature, and by those who wish to communicate with them. The following is a list of languages that might be spoken by residents of the Freeholds, or travelers passing through. This list is not exhaustive, there may be other languages in the world, but these are the relatively more common ones.

Ahaliat: Ahaliat is more of a collection of languages than a single tongue. The nomadic tribes of the At'viras Steppes all speak some variant of this language. There are literally dozens dialects and sub-dialects of Ahaliat, and trying to learn them all would be difficult at best. Fortunately, in all but a few cases, language drift has been relatively minor, so an individual fluent in one form would be able to understand at a lesser level almost any tribesman he met on the At'viran Steppes.

Anfagen Zwursprache: This language is primarily spoken by the dwarves of Hartzstadt, and is reasonably common in the Freeholds. It is distantly related to standard Zwursprache.

Aralaic: Aralaic is an ancient language, considered by many sages to be the root tongue of Rhadynnic, Sorglish, and Menævish, as well as being loosely related to Pilosian. The language is not spoken as a native tongue in any country now, and those who can speak it are very rare. It is still used among druidic circles, and any reference to “Druidic” as a language in any source material should be treated as a reference to Aralaic for campaign purposes.

Dark Speech: Dark speech is the secret language of the Lords of Hell, so foul and so potent that even demons and devils refrain from its use lest it consume them. Few mortals know even a few words of Dark Speech. Those who do are wise to never underestimate the power of words. Characters must take the Dark Speech feat to begin to learn the Dark Speech language. Consult the Dark Speech page for the uses and powers of the Dark Speech.

Desprache: Desprache is the native language of the dwarves of the Dekkulde Islands, as well as those communities of dwarves who live in Langjord, Kysthjem, and Midtenjord. Although it is very distantly related to the other dwarven languages, it is a connection too remote to allow for mutual understanding between speakers of those languages and Desprache. It is more closely related to Nordlish, and speakers of those two languages can usually have a halting conversation.

Enslaic: This tongue is spoken in Enselm and the surrounding areas. Enslaic is one of the most widely known “second languages” in Midrun. The primary reason for this is the exceptional diplomatic influence possessed by the Collegium, resulting in Enslaic becoming the language of diplomatic interaction. The second, more sinister reason, is the wide reaching criminal activity of the Sang Nuit that has made Enslaic a popular language among the denizens of the criminal underworld. As Enselm is the cultural heart of the gnomish race, Enslaic is commonly spoken among gnomes across the Three Worlds, and any reference to “Gnome” as a language in any source material should be treated as a reference to Enslaic for campaign purposes.

Eurozic: This is not so much a language in itself as it is a group of dialects that have been given a common name. This term is used to describe the various dialects spoken by the many tribes of orcs and gnolls, although there appears to be considerable regional variation. A half-orc may choose this as their native language. Any reference to “Orcish” as a language in any source material should be treated as a reference to Eurozic for campaign purposes.

Gorovlic: This language is spoken by the inhabitants of the Gorovlic Isles. Although most inhabitants of these islands are peaceful people, it has become closely associated with piracy and has established itself as the “common tongue” among seamen. It is also the basic language of the great halfling trading companies, and is commonly spoken by halflings of a mercantile bent everywhere. Reference to "Halfling" as a language in any source material should commonly be treated as a reference to Gorovlic for campaign purposes except in those cases where Ahaliat or Tozlan would be more appropriate.

Hallitsijaic: In an effort to weld their disparate subjects into a single unified empire, several centuries ago the Hallitsijainen attempted to replace the many tongues spoken in their dominions with a common language. Hallitsijaic was the result of this effort. It is, in many ways, a stripped down version of Kansattish, which makes it easier for a non-native speaker to learn the language. Unfortunately, in the stripping down process, several things were lost that make it very difficult to use the language to discuss or expound upon various complex topics. Consequently, despite widespread usage of Hallitsijaic, Kansattu remained in common use throughout their Empire.

Jattalaic: Jattalaic is the racial language of giants. It is the native tongue of most giants, although frost giants speak Nordlish as often as they speak this tongue. It is somewhat related to Kansattish, and it is possible that someone able to speak only Kansattish could communicate very basic ideas to a Jattalaic listener, although that would likely require significant patience on the part of both parties. Any reference to “Giant” as a language in any source material should be treated as a reference to Jattalaic for campaign purposes.

Jedlic: This tongue, composed of a handful of closely related dialects, is spoken in many disparate areas as a result of the ancient migrations of the Jedinlide people. The largest concentrations of speakers are found in Calder, Elizon, Hatalom, Ranska, Roholukraz, Saksa, Zeme, and some regions of the Hallitsijaic Empire. Due to its widespread usage, it is quite common for an individual to be conversant in this language.

Kansattish: This language is spoken by the inhabitants of Isakoti and the rest of the Hallitsijaic Empire, and is commonly used in Polþia and Elizon. Individuals from those areas speak this language as their native tongue, and some inhabitants of the Freeholds learn it to communicate with travelers from those lands.

Karstish: Although this language is spoken in the goblin kingdom of Karst, it did not originate there, but is rather a common language used by goblinoid tribes across the Three Worlds. Any reference to “Goblin” as a language in any source material should be treated as a reference to Karstish for campaign purposes.

Menævish: The language spoken in Menævia, it is a language mostly unrelated to Rhadynnic or Sorglish, but due to the relatively open flow of trade between that nation and many of the Freeholds (despite the presence of the Polþian Swamps), it is not an uncommon tongue to learn. This language was also spoken by the inhabitants of Yle, before the destruction and depopulation of that kingdom resulting from the arrival of the Blight.

Minzoku: The Minzoku language is spoken in Owarikawa and the various Minzoku Republics surrounding it. Due to the relative isolation of these nations, and their insular culture, speakers of this language would be almost unheard of in the Freeholds.

Naceadan: This language is the native tongue of the inhabitants of Oropais. Although that land is quite distant from the Freeholds, because it was once part of the Sky Empire, it is reasonably common to find individuals who can speak this tongue in the other parts of the former Empire, including the Freeholds.

Nårsprache: Nårsprache is the native language of the dwarven inhabitants of the Aidake Mountains far to the east near Roholukraz. Although it is descended from the same root language as Zwurish and Anfagen Zwurish, it has diverged significantly from those two and is unintelligible to a non-speaker. Due to the xenophobic nature of the Aidake dwarves, they rarely speak the language outside of their mountain homes and virtually never teach the language to anyone from the outside, including other dwarves. It is the native language of the Aidake dwarves, but it would be almost unheard of for anyone else to speak it at all.

Nordlish: This is the primary language spoken in Langjord, Kysthjem, Midtenjord, and the human kingdoms found on both the Dekkulde and Sjorover Islands. Characters from those regions speak this language as their native tongue. It is loosely related to Desprache, and many Dekkulde Islanders speak both languages.

Pilosian: Although there are apparently many different languages spoken within the feuding alvari city-states and principalities of the Pilosian Sea, this language is the dominant tongue used in that area. It might be learned by a character that has had contact with traders from the Pilosian Sea, but since the language is completely different from any tongue spoken in the Freeholds, it can be a difficult tongue for natives to master. This is the native language of any alvari characters.

Quolin: Scholars generally agree that either Quolin or Sûlic is the oldest spoken language in the Three Worlds, although there is considerable disagreement as to which one came first. Either way, Quolin is the original, ancient, and rarely spoken language of the alvari. Very few use it in every day conversation now, but it is of interest both because many ancient books and inscriptions are written in this tongue and it is used as the liturgical language of the priesthood of Yng.

Rhadynnic: This language is the primary tongue spoken in the remnants of the Rhadynnic Sky Empire, and is commonly spoken in the Freeholds. Characters from any of the Rhadynnic kingdoms speak this language as their native tongue, and characters from the Freeholds may choose this language as their native tongue instead of Sorglish.

Sakti: Sakti, also known as the "spirit tongue" is a language common to the shamanistic leaders of the khülen. It is a difficult language to learn, since many of the sounds used are specifically suited to the khülen palate and outsiders find it difficult to achieve any fluency with the tongue. It is rare that anyone other than a khüen to learn to speak Sakti, but among the shifters, it serves as a common language.

Sorglish: Sorglish is the common language spoken in the Freeholds. Loosely related to both Rhadynnic and Nordlish, this language illustrates just how much of a crossroads the Freeholds are. Any reference to “Common” as a language in any source material should be treated as a reference to Sorglish for campaign purposes.

Sûlic: This language is commonly spoken by dragons and all of the the reptilian races including lizardfolk and kobolds. Any reference to “Draconic” as a language in any source material should be treated as a reference to Sûlic for campaign purposes.

Tozlan: This is the primary language spoken in Camocim and the surrounding areas of the Tozlu Desert. It might be learned by a character that had contact with traders from the Camocim, but since the language is completely different from any tongue spoken in the Freeholds it is a difficult tongue to master.

Zwursprache: This is the native language of the continental dwarves and is the native language of all dwarvish characters from Felsreich, Ostreich, or Stenigreich. It is not uncommon for non-dwarven characters living in or near those nations to learn this language and there is no particular impediment to doing so if a suitable teacher can be found. Any reference to “Dwarvish” as a language in any source material should be treated as a reference to Zwursprache for campaign purposes. It is closely related to Anfagen Zwursprache, and distantly related to Desprache and Nårsprache.

Home     Three Worlds

Campaign Design - Nations: Melin

Melin

Largest City: Carn

Situated in a dry, rocky region bordering the Hills of Brann-Galedd, Melin is probably the poorest nation in all of the Freeholds. This kingdom of thin soil nestled in the shadows of the uncivilized hills was expanded from a small rump dominion to its current borders stretching from the Tinnsaker in the north to the Pencarn in the south and even extending deep into the hills to the west as the result of a prolonged forty-three year war began by the current ruler's grandfather over one hundred years ago. Because the domain of King Œngus borders and extends into the Hills of Brann-Galedd, it is plagued by many raiding parties of bandits, tribes of hostile humanoids, and incursions by bands of giants.

What little wealth Melin has accumulated is due to a handful of tin mines in the southern part of the kingdom in the hills just north of the Pencarn River, and an economy based upon potato farming and sheep herding. The soil is very poor and rocky and there are few other natural mineral resources of any kind. Most of the east to west trade routes mostly bypass Melin, passing either north to intersect with the Tinnsaker River, or south to join the Pencarn River.

The warriors from Melin are frequently ill-equipped but make up for that with their ferocity and their black painted shields are well-known throughout the Freeholds. The longbow is used infrequently in this land, and the short sword is the most common blade. The most common weapons used by warriors from Melin are the leaf spear and longspear, but the signature weapon of the highland warriors is the vicious belly spear, a heavy barbed spear used exclusively for melee combat.

Ruler: Œngus Lairdsonne of House Fionn

Œngus is an older man in his middle fifties who is likely in the twilight of his life. Although his once red hair and beard have turned white he is rash and can be quite violent. Œngus has been known to respond to incursions into his lands with harsh, retributive strikes against the perceived offender without first checking to find out if his choice of target was the correct one. As might be expected, Œngus spends much of his time on battlefields in the Hills of Brann-Galedd hunting down bandit gangs, orc tribes, and giants.

Œngus has eleven sons and one daughter, all by his faithful wife Cæra. His sons all share his temper, and serve as his captains when he goes to war. His eldest son, Iaian Œngussonne, is likely to inherit the reigns of power once his father passes on. Both Œngus and Iaian have been critical of the High Council in the past as it has done little to help them repel raids from the troublesome wilderness of hills that borders their land.

Home     Three Worlds     Midrun     Freeholds

Sunday, October 6, 2013

Campaign Design - Nations: Ceniþ

Ceniþ

Largest City: Dunnum

Ceniþ has the misfortune of being neighbored to the Nimlau Mountains, which would not be so bad were it not for the two passes that lead from Elizon into the strategic Brigantia Valley. Needless to say, these passes are carefully guarded and patrolled by many watchful soldiers. The larger of these two passes, named Uchel Caniatad is guarded by the largest fortress of the Order of the Shield, the nearly impregnable Cær Wydyr built long ago by the legendary masons of Steinigreich who had been hired by the High King which now overlooks the foreboding Achelos Forest.

Although having to guard against the raids of bands of giants from the north would be difficult, the problems faced by the people of Ceniþ are further compounded by their border with the ill-reputed Thornwood to the east. To guard against the incursions from this monster infested forest Smoit maintains a chain of timber forts along its borders which consume much of the remaining resources of the kingdom.

Despite the looming hazards to the north and east, Ceniþ remains a prosperous kingdom. The largest city in the realm is Dunnum, the second largest trading port on the western coast of the Freeholds, and a major hub for commerce from both Ceniþ and Eidling. Grain grows plentifully here, and cattle are raised in large numbers. Fine cattle are so prized in Ceniþ that two of the lords of this land, Lord Grada and Lord Gilolla, have been feuding politely over a particularly fine bull for many years. Cenith is also particularly noted for its fine whiskey and mead.

Notable about the warriors from this land is their heavy use of the longbow and relatively common use of the greatbow. Trained longbowmen and greatbowmen form the backbone of the troops from the kingdom, and many outsiders are surprised to discover that some levied troops from this land are also trained in the use of the weapon. As one might expect, the militant orders of the three brother knights have a strong following here, especially the Church of Heim, and the Order of the Shield, which maintains several fortified monasteries in addition to Cær Wydyr.

Ruler: Smoit Scanlansonne of House Tewdwr

Cadfor is ruled by King Smoit, a hugely fat middle aged man, impressive in girth, if not so much in height. He is red haired and ham-fisted, a prodigious eater and drinker. His thirst for ale and mead is so great that he is renowned as one of the Three Greatest Drinkers of the freeholds. He is a jovial fellow, always happy to drink and swap stories with a traveler. Visitors are advised not to underestimate Smoit because of his girth or his mirth as he is a capable warrior tested in battle against both giant and orc.

Smoit has no heirs, as his only son Prince Trystan mysteriously disappeared nearly four years ago. The loss of his only son and heir was devastating enough on its own, but the misery was compounded by the fact that Trystan had been betrothed to Astryd Eatunsdottir, a political alliance that would have brought the kingdoms closer together, and could have possibly set the stage for an eventual permanent union between the two nations. Without an heir, Smoit has named Eorl Morcan of House Rhinwedd as his successor, and required all of his vassals to take an oath to support Morcan's ascension after Smoit has passed on. Whether such a transition of power will go smoothly or the earls of Ceniþ will fall to fighting one another over the nation's throne is a decidedly open question.

Smoit is said to be outspoken in Council meetings, and makes no secret of his desire to take the offensive against the threats on his borders. Due to the difficulty in merely defending his lands, Smoit is unable to seriously consider any attack without assistance from the Council, and as a result has become very frustrated at the caution displayed by the other council members, and their reluctance to provide troops for his schemes.

Subordinate Houses:
House Aanwar

Home     Three Worlds     Midrun     Freeholds

Friday, October 4, 2013

Campaign Design - Nations: Nuþralia

Nuþralia

Largest City: Seland

The current regime in this kingdom is relatively new, with much of it having been conquered from Polþia within the last twenty-five years. Nuþralia was a well-established kingdom during the reign of the High Kings of the Sea Empire. Because this land is the location of the primary pathways to the crusader states of Ranska, Saksa, and Kreikka it received generous financial and military assistance from the High Kings and the churches of Forseti, Heim, and Tiwas, but when the Great Houses fell to warring among themselves for the Carnelian Throne and the crusader states came under pressure from Isakoti, the support provided to this land's rulers dried up and Louviar's forces soon overwhelmed them.

Soon after the formation of the High Council, the adventurer Kiarr Hewardsonne announced his intention to reclaim Nuþralia under his own banner. With a fair amount of support from the Council, who saw the campaign to win the land from Polþia as a means of occupying Louviar's forces and directing her attentions away from their own dominions, Kiarr fought a nearly three decade long war to realize his dream before falling in battle a little more than fifteen years ago. His youngest son Seluc now rules this land, gaining his position by outliving his brothers, both of who died on the battlefield.

As one might expect for a nation that is essentially locked in perpetual war with its neighbor, Nuþralia is not a wealthy land, nor are its inhabitants particularly prosperous. Herding is generally favored over farming, as livestock may be moved when raiders foray into the kingdom, while fields of crops are stationary targets. Although sea trading and whaling are not unheard of in Nuþralia, most of the sailors from this land are fishermen, and that forms the basis for much of the region’s economy, as such work is just slightly further away from the reach of Polþia's influence.

The biggest coup that has taken place within the Freeholds in recent years was accomplished by warriors from Nuþralia who took the strategic city of Seland from Polþia, a conquest that cost Niall, Seluc's older brother and predecessor as king of Nuþralia, his life. The seizure of Seland has had the beneficial effect of invigorating the Nuþralian lumber industry, and Seluc hopes that this will spur the development of a local shipbuilding industry as well. The seizure of this city has proven to be a mixed blessing for, however, as it has become a tremendous drain on his resources, too strategic for Seluc to let go, and possibly too expensive to keep.

Ruler: Seluc Kiarrsonne

Seluc is young and inexperienced, and has only ruled this land for slightly less than five years. Two of his older brothers were killed fighting in the near constant war waged between Nuþralia and Polþia, and both his uncle and father lost their lives in that ongoing conflict as well. To date Seluc has established a modest track record as an able sovereign, but there is very little actual evidence to make a full evaluation of Seluc's capabilities.

Seluc’s most significant military asset is his veteran war leader Morgant. Although he is a humorless man with a scarred face, Morgant has a reputation as a skilled and fearless warrior and a peerless battle tactician. Morgant has served the ruler of Nuþralia for almost twenty years, previously fighting alongside Kiarr, and now serving his son Seluc. Given Nuþralia's perpetual state of war with its neighbor, Seluc's consistently takes positions on issues before the Council that send aid in his direction while downplaying and discouraging resources be diverted to dealing with the threats to the Freeholds that may loom on other quarters.

Home     Three Worlds     Midrun     Freeholds