- - - Updated - - -
THE LANDS OF ESTEGALLE
HUMAN REGIONS
The continent of Estegalle is divided, principally, into ten regions ruled by humans. Of these, the lands of Caerleon, Suttegarde, Mauridia and Kashgar are called the Great Dominions. The vast Plains of Algur are home to three semi-nomadic tribes, Carmascia, Sarathia and Voruskai, collectively called The Tribes of Vors. To the extreme north and southeast are found Narahim, Yssgelund and Vinnisklad, which are known to men of The Great Dominions as the “Savage Lands.â€
THE GREAT DOMINIONS: THE REPUBLIC OF CAERLEON
Before the coming of the Avadain (Men of the West) this land was held by the Maelnach peoples, their elven allies and, in its northern climes, by Yssgelundian jarls. After several centuries of war and expansion the Avadain had claimed all of the Maelnach lands, from the western shores of Estegalle to the vast Plains of Algur.
To the north the tall, fair men of Yssgelund repeatedly sacked Caerleon’s fortress-cities and all-but-crushed legions of Avadain forces sent against them.
To the south, across Wrathborn Sea, the domains of the proud and cruel Mauridians stood poised to drive the Avadain back across the Western Ocean. The Mauridians had with ancestral ties to Avadain but were set against their kin through the preaching of their emperor, Shar’edan the Wise. Having been prophesied by their Emperor, the arrival of Avadain forces upon the shores of Estegalle brought immediate and unremitting war with the Cirhedin of Mauridia.
Faced by opposition from all sides the Avadain could not hope to conquer the whole of western Estegalle but managed to bring order and prosperity to the lands they held. The Maelnach, driven to the north and east, were forced to settle in the foothills and forests south and west of the Ostenberg Mountains or were gradually assimilated into Avadain society.
Great cities grew along coastlands and in fertile river valleys. Dwarves of the Carroc clan, who opposed the Avadain, saw several of their strongholds stormed, their treasures brought into the sunlit world to be used by the conquerors of Caerleon. The elves, who had aided the Maelnach in their earliest days, hid themselves from the Avadain and fortified their mighty citadels in order to hold their ancestral lands against the “Lions of the West.†Soon stonework fortresses lined the border territories of Caerleon and great roads spread out like a vast web, linking the growing cities of the Avadain people.
With the passage of time Yssgelundians managed to reclaim much of northern Caerleon while Yssgelundian raiders and hordes of nomadic tribesmen claimed the plains east of Caerleon, eventually uniting under the leadership of Overlord Ceordan to become The Tribe of Vors.
Treaties made with the dwarves of the Carroc clan saw the return of heirlooms and payment of reparations to the dwarven people, while the elves, faced with the growing might of men, increasingly sought shelter in the wild lands of Estegalle rather than dwell in citadel “islands†surrounded by Caerleonic lands. Eventually Mauridia completely drove the Avadain forces out of their lands and crushed any chance for a united Estegalle under Avadain rule.
So it came to be that King Bael the Fair ruled a kingdom and people that were estranged from their former greatness. Most in Caerleon came to bear little resemblance to the mighty Avadain who once landed on Estegalle’s shores so many years before. In order to ensure their survival, the lords of Caerleon were forced to make truces with the northmen who harried their northern holdings. All Avadain claims to the lands of modern day Suttegarde were rescinded some 250 years ago.
Thirty years ago, after repeated and devastating raids upon the eastern marches of Caerleon and Suttegarde, a united force of Caerleonic and Suttegardian troops took to the plains of the Voruskai in order exact vengeance upon the Overlord of the Voruskai, Morikai. To mollify the pride of the Avadain king, Bael the Elder was given command of these forces and the rampant lion of Caerleon flew highest upon the lances of the standard bearers. When, four months later, the Overlord’s daughter returned the King’s head to Caerleon, it was ordered that Caerleon would have no king or queen save Morikai of Vors. Furthermore, an annual tribute was exacted as reparations for the attack on Voruskaid lands while lands were ceded to the Carmascians of the western plain.
Today Bael’s grandson, Gueran Dennigal, acts as the elected Lord Regent of the lands. With the weakened ties of the Voruskai tribes and the resulting reduction in their might, Caerleon has begun, over the past decades, to recover. This prosperity is aided by the Caerleon’s wealth of resources, including its rich soil, deposits of silver, tin and copper, and an abundance of yew, oak, ash, and hickory wood. The moderate climate allows Caerleon’s farms to be the most productive in Estegalle; its vineyards and livestock are unsurpassed. Duchies to the East are gradually reclaiming lost lands and trade routes are being reclaimed from Carmascian bandits and raiders.
In order to meet the challenge of reviving Caerleon, Gueran has adopted measures that earlier Avadain rulers would have railed against. First, Gueran is assisted in this urgent undertaking, the rebuilding of a kingdom, by a mage, Hirrel Tanissant. The Avadain mistrust of mages and reliance on patriarchal advisement made such a measure highly unorthodox. Secondly, breaking from the autocratic monarchies of his forefathers, Gueran’s post as Lord Regent makes him accountable to a body of representatives, called the Ducal Assembly. These men, representatives of each duchy and their respective earldoms, are entrusted to advise the Lord Regent on behalf of the landholders they represent and elect a new Lord Regent every seven years.
Knights are the enforcers of the Assembly’s laws and are authorized to dispense low justice in the name of the Regent. Local Lord Magistrates act as judges for more serious crimes. The majority of Caerleon’s military might rests in its vast army of professional soldiers, the ranks of Caerleon’s Legions. In border and coastal cities, mercenary orders of warriors have profited from the turmoil that has gripped these lands.
THE GREAT DOMINIONS: THE KASHGARI FEDERATION
Nestled between the Cloudspire Mountains and the Enyros River, and located at the foot of The Titans mountain range, is Kashgar. Kashgar is dominated by foothills and river valleys. Like the vast plains to its north, northern Kashgar is semi-arid, with rocky soil ill- suited to most farming or travel.
Traversing these lands is a feat for any man not accustomed to such rough terrain, as few proper roads or areas with level ground are to be found in Kashgar’s foothills. Horses are practically useless for long-distance travel; one’s best aid in travel is a sturdy pair of boots or sandals that protect against the hard and jagged earth of the Kashgari hill-lands. The lands of the south are more forgiving, yielding crops such as dates, grapes, olives and wheat, and level enough to accommodate the numerous roads that connect Kashgar’s coastal cities. Kashgar’s coastal communities have grown to become key centers of trade, vast walled cities of marble and granite that are kingdoms unto themselves. Alliances and trade with Mauridia helped shape the development of these cities and their culture.
The Kashgari came to value the superior engineering, mathematics and scientific knowledge of the Mauridians, incorporating these disciplines into their teachings and erecting universities within their larger cities. Study of arcane lore was also instituted, though the rational scholars of Kashgar saw magic as a science unto itself and spurned the Mauridian mingling of magic and theology.
As southern Kashgar grew into a nexus for trade and knowledge, its merchant and military fleet of ships grew, allowing Kashgari merchants to trade with all of the nations of Estegalle. In the meanwhile, northern communities thrived through the riches that their hills offered up; rich veins of ore and precious gems were found in abundance beneath the sparse foothills of The Titans range. Skilled artisans from Mauridia and southern Kashgar traveled north, establishing the Estegalle’s finest smithies in the well-fortified keeps of the north. The north also became the proving grounds for Kashgar’s growing army, which was charged with the defense of the region’s great wealth. The Kashgari people are a logical, mercantilist people who enjoy the lifestyle afforded by their wealth.
Today each city is a state onto itself, ruled by a council of senators that represents each city’s powerful factions and families. These plutarchs act as the administrators and legislators their cities. Enforcement of the law and defense of each city- state is the responsibility of each city’s army, which is commanded by a senate-appointed general. These cities are loosely allied under the rule of King Tyrtaeus of Triphos, a ruthless and peerless leader in matters of state and war. Tyrtaeus has, in his 25-year rule, limited Mauridia’s influence in Kashgari politics and trade. Kashgar’s coastal cities all maintain war fleets that are second only to those of Mauridia’s armada.
Most who live within Kashgar’s cities shun religion of any kind, likening it to idle superstition meant for the simple of mind. This does not prevent urban Kashgari from calling upon the gods in times of trouble or holding onto superstitious beliefs; it only makes such practices distasteful and worthy of scorn. Rural folk still worship The Defiant Gods; honoring them upon full moons, the changing of the seasons, and at other auspicious times. Oracles are still consulted for their wisdom, even within large cities, and are regarded as wise men with knowledge of the world unseen. Like Mauridia, Kashgar employs slaves from other regions, as well as indentured servants, using them primarily as laborers in cities and along roads, as miners, and as house servants. Kashgari slaves are treated far more humanely than those of Mauridia, with Kashgari slaves being able to buy their freedom. Gladiatorial sport, involving slaves, seekers of glory, and those desperate enough to enter the arena in search of coin or renown, is practiced in Kashgar’s larger cities.
THE GREAT DOMINIONS: THE ETERNAL EMPIRE OF MAURIDIA
Mauridia is the oldest civilization in Estegalle and its people the first to thrive after the gods rent the great continent of Gaile into Estegalle and Avandunil. Those of Estegalle who survived the cataclysm found themselves struggling to survive in an inhospitable land; cast into darkness and facing the plagues and upheaval of nature that wracked their lands.
While the men of other lands waged near-constant war with each other, fighting desperately for food and land; the Tribe of Maurid, under advisement of their leader, Shar’edan the Wise, traveled south, away from the warring of northmen, plainsmen and Maelnach tribesmen. Their long journey through The Sheltering Sea desert shielded them from the wars that gripped the northern lands but saw the death and near-starvation of many of their number until, at last, refuge was found along the fertile banks of the River Sahavim.
Shar’edan, of the line of Mauridoc, was revered as the great leader of his people and came to be worshipped as their savior. His laws and rule raised the Mauridians out of the chaos that the gods had visited upon them, bringing prosperity, unity and peace to the deserving Mauridian people. Over many years, cities began to grow about the temples raised in his honor and, as the years passed, the “petty gods†were thoroughly cast aside as Shar’edan became the universal object of their worship. Shar’edan, whose reign spanned nearly three centuries, sought to educate his people, particularly his priests. Promising youths were sent into the service of Shar’edan’s inner council, the Sarnhedin or Seat of Wisdom, to study the philosophies of The Old One.
Because of his laws, nearly all Mauridians are literate and learned in the history of their people. Mathematics, science, theology, and philosophy are taught at universities throughout Mauridia. By subtly infusing these teachings with his own doctrines, Shar’edan has united the Mauridians into a fiercely nationalistic people who despise the superstition of the “petty gods†and the “savages†of Caerleon and Suttegarde who still worship them. Slaves from these, and other, lands are kept by wealthier Mauridians and seen as sub-human by all Mauridians, who enjoy watching slave-fights in the large arenas of Mauridian cities.
Today the Sarnhedin, in conjunction with the various guilds of each city, govern the cities of Mauridia in the name of the current empress, Correna. The Sarnhedin enforces the Laws of Shar’edan through its warrior-priests, the Ankallibec. Counts are responsible for counties which usually encompass 1 or 2 cities. While they only hold as much power as any other member of the Sarnhedin within the cities, they alone command the people of the surrounding lands and its troops. These troops are made up of the Ankallibec and of supporting levy forces.
The mighty Armada of Mauridia patrols the sea-lanes surrounding Mauridia, attacking all hostile ships and protecting Mauridian and Kashgari merchants. Through this, the Mauridians are able to collect high tariffs at their ports and ensure that trade is restricted as best befits the coffers of Mauridia.
Mauridians wear layered robes over tunics that protect against the sun and heat of their homeland, with wealthier members wearing silks and jewelry instead of cotton or muslin garb. Rural garb and that of the Avadain exiles is not dyed, in shades of pale brown or white. Silks are often dyed in rich shades of purple, blue, grey and black; with delicate patterns embroidered into the edges of robes and tunics. Sandals are common footwear, though boots are often worn in urban areas and by the wealthy. Members of religious orders wear pale white robes and tunics in public. Slaves are typically branded with the sigil of their owner.
Among the Mauridian people, the virtues of reason, bravery, temperance, honesty and respect for one’s elders and superiors are valued. Mauridians are guarded around outsiders, often adopting stern or haughty airs around strangers. With family and friends, however, Mauridians share their warmth and dry humor.
The lands of Mauridia are divided into three provinces, each ruled by one of the Empress’ personal advisors. These legates oversee the administration of the counties and cities within their province, disciplining or rewarding their inferiors as their empress wills. Elite guards and eunuch servants serve the legates. They are transported in ornate caravans, riding in vast, silk-covered palanquins that are guarded by an honor guard of Ankallibec. The palaces of the legates are mighty strongholds; filled with stores of wealth, weapons and books of lore. These citadels are cities unto themselves, provisioned by the surrounding farmlands and by endless streams of merchants who are granted special permission to trade in these Holy Fortresses.
The Empress is rarely seen by any except her Lord Stewards and her handpicked Guardians of the Phoenix, drawn from the most powerful members of the Ankallibec. It is believed by most Mauridians that the current Empress is an avatar of the god Shar’edan, Keeper of Mauridia. In keeping with this belief, which underlies most of the Empress’ power, she has adopted Shar’edan’s symbol, the Phoenix, as her own; a symbol of Shar’edan’s rebirth.
The Holy City of Estelline (the Eastern Star), situated at the mouth of the River Sahavim, is the Empress’ home and the capital city of Mauridia. Pilgrims from all of Mauridia come to pay homage to their divine ruler, filling the Outer City within their numbers. The Outer City is the largest city in Estegalle, a bustling center of worship and trade. The Inner City is off limits to all save those who have been granted permission by Estelline’s Sarnhedin. This portion of the city is awe-inspiring, a walled-fortress with towering spires and ancient architecture that could only be accomplished with the aid of magic. An army of Ankallibec guards this city, though they have never had to fight invaders in the 1,600 years since the city’s founding.
THE GREAT DOMINIONS: THE KINGDOM OF SUTTEGARDE
Once a part of Caerleon, Suttegarde represented the northern frontier of the Avadain kingdom, its line of border fortresses acting as a shield against Northmen raids. Each year the Yssgelundians advanced further into northern Caerleon, eventually overrunning its border defenses, slaughtering the stalwart Order of the Watch, sacking northern towns and, gradually, conquering the lands the Northmen called “The Southern Watch.â€
After 78 years of bloody warfare Osgar Godwinsson was crowned the first High King of Suttegarde after King Cered II of Caerleon signed the Treaty of Highgarden. The treaty rescinded all Caerleonic claims to these lands and put an end to all hostilities between the two kingdoms 253 years ago.
Today King Geraint Henegar rules this land under a constitutional monarchy, presiding over parliamentary meetings with Suttegarde’s 16 thegns (a hereditary title held by the head of each of Suttegarde’s royal families) once per season. These meetings between the king, his thegns, and each thegndom’s religious leader address issues raised by at local meetings (shiremotes) between landholders and their reeves, as well as those that affect the prosperity of the kingdom. In this manner, each thegn acts as both governor and representative to his respective thegndom and as marshal to his land’s military might when so commanded. In addition, each thegn votes, upon the king’s death, which thegn should ascend the throne at Highgarden, leaving his thegndom to the next in line (titles are usually passed down to the next eldest brother or sister of the former thegn and, when no such relation lives, to the thegn’s eldest child).
Ealdormen or earls are subordinate to these thegns and command their earldom’s knights under the banner of their thegn and king. They are also responsible for raising and outfitting levy troops during times of war. Reeves are local lords, responsible for the gathering of taxes and maintaining order within the lands of their shires. Levy forces, or hundreds, fall under the command of these reeves, also known as shire-reeves, and are mustered in times of war or when defending their homelands from other calamities. Each earldom can muster four to six hundreds, depending upon the number of shires that comprise them. Knights are charged with the task of preserving order; by patrolling the roads and outlying areas, repelling invaders, performing garrison duty, and enforcing the King’s justice.
Suttegarde’s trade and wealth are strongly linked to its rich deposits of iron, tin and gold. Suttegarde also produces some of the finest mead and ale in Estegalle. Weaponsmiths make use of Suttegarde’s wealth of iron ore and ash wood in the creation of well-crafted weapons.
In spite of the shared lineage of their kings, the people of Suttegarde and Yssgelund are fiercely opposed to each other. Faced with bitter-cold winters, regular incursions from Yssgelundian raiders in spring and fall, and occasional raids by Carmascian warhosts, the Suttegardian people tend to be pragmatic, temperate, reserved, and strong-willed by nature. Many have turned to the Church of The Defiant for guidance in these dark days and, as a result, the church, under the rule of Patriarch Rinhelg, has grown in wealth and in military might as young warriors join military orders within the church.
Leave a comment: