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       #Post#: 229--------------------------------------------------
       Ergoth Information
       By: Dungeon Master Date: August 8, 2023, 12:43 am
       ---------------------------------------------------------
       [center]Empire of Ergoth
       (still under construction)[/center]
       Western Ansalon
       Empire of Ergoth
       Northern Ergoth
       The Ergoth Empire is located in Northern Ergoth. It is all that
       remains of the once proud Empire that controlled much of Ansalon
       in the second age, until the Rose Rebellion, and the creation of
       Solamnia.
       Downriver from Lancton lies Gwynned, the city that became the
       imperial capital when the old capital of Daltigoth (in Southern
       Ergoth), fell to ruin and ogres after the Cataclysm.
       Gwynned, Imperial Capital City
       Though far from the splendor of Daltigoth, Gwynned is a very old
       city that has built up into a minor cultural center, though its
       perceived status as a backwater.  thanks to the influx of
       scholars from Palanthas. Academics across Ansalon have begun to
       reevaluate Gwynned’s library, which outsiders had long
       considered nothing but a collection of outdated tomes and
       inflated legends about the empire’s lost glory days.
       Seaside Gwynned had been a favorite summer retreat of emperors
       since the Quivalin dynasty. It featured a palace, although less
       glorious than the Golden Palace of Daltigoth, suitable
       accommodations for the Senate, gladiatorial arenas, opera
       houses, the Imperial University, and many other basic amenities
       for the life of an emperor.
       A visitor can find any service here, any vice, as well as any
       pleasure. The bouts in the local gladiatorial arenas enjoy a
       place among the strangest and bloodiest in the empire. (Citizens
       still talk about the fight between a lightning-breathing behir
       and five condemned criminals dressed in full plate mail and
       armed with steel rods.)
       Gwynned - formerly known as Tuskanvil - has been the Imperial
       capital of Ergoth since after the Cataclysm. It is located along
       the Dermount River, and is a port city where the river meets the
       Emperor's Bay on the Sirrion Sea. It is connected to Landfall to
       the northwest and Hillfort to the southeast by the Emperor's
       Road. The Emperor of Ergoth still rules from this city along
       with the Ergoth Senate.
       The city was built overlooking the Sirrion Sea, with defenses to
       protect it from naval attack as well as sudden changes in the
       weather. When these sudden storms do hit, there are alarms that
       are sounded with different war horns. Four watchtowers guard the
       perimeter of the main portion of the city and one major harbor
       juts out into Emperor's Bay. The city also has many gladiatorial
       arenas, opera houses, and many centers for artistic and academic
       pursuits.
       The city is inhabited by all races save Kender, which are very
       rare. Should even the rumor of a kender appear, city guards are
       set to capture and deal with them.
       Post Cataclysm
       Following the Cataclysm that struck Krynn, most Ergothians made
       their way to the city of Tuskanvil, which used to be a summer
       retreat for the Emperor and nobility of Ergoth since the
       Quivalin Dynasty. During this uneasiness, barbarians going back
       to the days of Ackal Ergot took the name Ackalites, and they
       destroyed most of Ergoth before being defeated in 30 AC by
       Baridor Redic. In honor of the previous Gwynned Dynasty, he
       renamed the city of Tuskanvil to Gwynned.
       Post War of the Lance
       In 353 AC, the city was attacked by a flying citadel that was
       once the Castle of Atriun. The army and the city guard were able
       to defeat the citadel and it crashed upon the army of Marcus
       Cadrio. This allowed the city to remain free and suffered minor
       damage from this battle, but was able to rebuild.
       Age of Mortals
       Following the Chaos War, the city saw an influx of refugees from
       Solamnia. Many came to the city because it saw little
       destruction during the Chaos War, and had no Dragon Overlords
       ruling over it. The city took in all the refugees that came and
       even allowed a Solamnic fortress to be built. Among the Solamnic
       refugees were many scholars and artists, who joined and
       benefited Gwynned's Imperial Library and University.
       Districts
       Government District
       Temple District
       Market District
       Guilds of Gwynned
       Merchant Guildhall
       Builder's Guild
       Finder's Guild
       Lamplighter Guild
       Assassins’ Guild
       Wizard Guildhall (The Chapterhouse)
       Buildings
       City Guard's Headquarters
       Imperial Library
       Imperial Palace
       Imperial University
       The Tower
       The Opera House
       Wizard’s Guildhall (Chapterhouse)
       The Clockmaker's Gallery
       Darius Desaad's Manor House
       Gladiator School of Titus Calvus
       Gladiator School of Servius Duro
       Gladiator School of Vartus Sevinus
       Gladiator School of Wydara Arbagon
       The Old Round Arena (The Pit)
       The Oval Arena
       The Coliseum Arena
       Sea Maiden's Lament Inn
       The Archery Range
       The Circus
       Shrine of the Heart (Mystic Shrine)
       Temple of Corij
       Temple of Mishas
       Temple of Manthus
       Temple of the Blue Phoenix
       The Emperor’s Road
       Ergoth Calendar
       Aesthetics Months Ergoth Months
       Firstmonth-Aelmont
       Secondmonth-Rannmont
       Thirdmonth-Mehamont
       Fourthmonth-Chislmont
       Fifthmonth-Bran
       Sixthmonth-Corji
       Seventhmonth-Argon
       Eigthmonth-Sirrimont
       Ninthmonth-Reorxmont
       Tenthmonth-Hiddumont
       Eleventhmonth-H’ramont
       Twelthmonth-Phoenix
       Peoples of Northern Ergoth
       Main Populace
       Native Ergothians are humans with dark skin and black hair. They
       typically have brown eyes, but occasionally a child is born with
       startlingly bright blue eyes. There is a large population of
       Ergothian Caucasians from the south that has come to Northern
       Ergoth since the Cataclysm. A growing Solamnian human minority
       also calls Ergoth a proper home. This population has fairer
       skin, hair ranging from honey-colored to black, and eyes of
       blue, brown, or green. Children of mixed parentage invariably
       favor their Ergothian blood in appearance. Local languages
       include Ergot, Kenderspeak (thanks to visitors from neighboring
       Hylo), and Solamnic.
       Description
       Ergothians, like every aspect of their lives, are highly
       structured and regimented. These people believe in order and
       will fight to destroy any threat to their established lifestyle.
       History has shown that this battle urge generally breeds only
       more chaos, but it has become so ingrained in the Ergothian
       nature that everyone tends to overlook this fact. The rigidity
       of this society is perhaps best illustrated by the fact that the
       realm still clings to its traditional governmental structure, a
       Senate overseen by an emperor-even though for centuries the
       empire has been smaller than a Solamnian province. Ergothians
       also consider an individual born to his station in life and
       believe it is his responsibility to fulfill the duties of that
       station. When someone fails to live up to his responsibilities,
       it is traditional for another of equal or slightly lower status
       to assume them instead. This custom has led to periods of
       numerous successive coups and assassinations of emperors.
       Ergoth is a highly feudal society. The rich and powerful own the
       land, and peasants work it in exchange for the roof over their
       heads and a small amount of the food they grow or the livestock
       they tend. The empire is also heavily patriarchal, a cultural
       point that causes conflict with the refugees from Solamnia,
       which has granted increased status and opportunity for women for
       decades. Virtually since the founding of the empire, Ergothians
       have believed that women belonged at home, raising children and
       tending to the needs of their husbands and families. But there
       has been a thawing of old stances of hard stances and changes of
       late. Most assuredly brought on by the influence of Princess
       Mercidith Redic.
       These people genuinely believe their empire will rise again, as
       it is Ergoth's duty to be first among nations. Ergoth, (not
       Istar or Solamnia) is the center of culture, arts, and human
       civilization on Krynn. For centuries, emperors, nobles, and
       scholars have tried to recapture that lost glory. It seems that
       the devastation of the Dragon Purge, which brought low so many
       other realms, was just the catalyst Ergoth needed to rise once
       more.
       #Post#: 649--------------------------------------------------
       Northern Ergoth
       By: Dungeon Master Date: November 17, 2023, 11:20 pm
       ---------------------------------------------------------
       [center]Northern Ergoth[/center]
       One of the oldest realms in Ansalon, the Empire of Ergoth
       introduced many traditions of intrigue and roguery now widely
       accepted across the land. For instance, the folk of Ansalon know
       Ergoth as the birthplace of thief guilds and the home of the
       Bard College.
       Ergothians are made of strong stuff. strong enough to keep their
       land intact through countless wars, two Cataclysms, and even the
       Summer of Chaos.
       Despite its three thousand years of culture and history, though,
       very little has been written about Ergoth, primarily because the
       Empire had become quite a backwater after the Cataclysm. Now,
       the decline of the former Solamnian lands under the shadow of
       dragon and Dark Knight sees Ergoth once again emerging as the
       center of culture and learning on Ansalon in the early and mid
       Age of Mortals.
       Geography
       The island of Northern Ergoth, just west of mainland Ansalon,
       was part of the mainland in the ages before the first Cataclysm
       rent the land. The Meteor strike that created the new sea
       destroyed much of Ergoth as it is seen today the tectonic plates
       were broken apart and Ergoth broke apart along old and new fault
       lines. A third of the Empire was covered by ocean and the rest
       was split into five islands. Northern Ergoth, Cristyne, Enstar,
       Nostar, and Southern Ergoth.
       Scholars from the Empire of Ergoth divide the island of Northern
       Ergoth into two distinct realms: the Empire in the west and the
       kender nation of Hylo in the east.
       In truth, the island contains three other distinct realms, which
       the empire has claimed in its bid to regain a fraction of its
       former size. The goblin- and gully-dwarf-infested land of
       Sikk'et Hul in the south and the barbaric Ackal region in the
       north continue to ignore the Empire’s claim of sovereignty. The
       marshy northeastern area of Ogaral. Also considered a province
       of the Empire (in name only).
       Despite the island’s position at the same longitude as tropical
       Nordmaar far to the east, it enjoys much more temperate weather.
       It's relatively mild summers last from Corij to Sirrimont, and
       the winters extend from Phoenix to Rannmont. (See the Ansalonian
       Calendar)  Currents from the southern Sirrion Sea cool the
       island during the summer months and bring to the island some of
       the chill of winter. The Sentinel range runs the length of
       Northern Ergoth from north to south, dividing the island into
       two. Steep passes lead through the mountains in several places.
       The island's western and northern regions, which contain the
       Empire proper and the province of Ackal, feature lush, grassy
       plains. Ages ago, forests covered this land, but as the
       Ergothian Empire expanded, its citizens felled them to build
       ships and the cities of Truth, Gulfport, Lancton, Gwynned, and
       points even farther west and south (Now part of the mainland or
       the isle of Southern Ergoth). These forests produced the finest
       quality wood on the continent.
       The southern end of the island comprises a hilly desert of scrub
       and sage. This harsh land is home to the goblin and Aghar nation
       of Sikk'et Hul. The eastern part of the island remains awash in
       lush old-growth forests.
       Since before the rise of the Ergothian Empire, the territory
       from the eastern coast to the foothills of the Sentinel
       Mountains has been inhabited by kender. While they call their
       homeland Hylo, other Ergothians know it as Kenderhome, as do
       many of Ansalon’s cartographers. This forested land, like the
       rest of the island, enjoys a far cooler climate than one might
       suppose based on its proximity to the equator. Summer weather
       remains cool and pleasant, and in winter, the mild climate
       results in wet snow that is just right for packing.
       Empire of Ergoth
       Volumes in the ancient library of the Imperial University in
       Gwynned detail the history of the people, places, and races of
       the Empire of Ergoth from its earliest days to the present. Long
       scoffed at by scholars of other realms, the university today
       enjoys a renaissance, thanks to the influx of scholars visiting
       from Palanthas. Academics across Ansalon have begun to
       reevaluate Gwynned’s library, which outsiders had long
       considered nothing but a collection of outdated tomes and
       inflated legends about the empire’s lost glory days.
       Ergoth Proper
       Ergoth Proper is a series of estates of the Landed Nobles, some
       are Cavaliers, and other Nobles are nonmilitary but amass an
       army to defend their holdings. Ergoth proper also consists of
       non-landed nobles who sometimes serve in a landed lord's army.
       Knights, Ladies, estates, and open fields to work and ride.
       Ergoth is enjoying a population boom and cultural resurgence
       during the Fifth Age, thanks to the influx of immigrants over
       the early part of the Fifth Age.
       Important Holdings
       The variety of civilized settlements, magical sites, and ancient
       ruins makes Ergoth proper a popular place for adventurers
       seeking their fortunes.
       Noteworthy Settlements
       All across Ergoth, new towns have popped up to serve the needs
       of newcomers, and established towns have swelled beyond their
       city walls.
       Hillfal Village population 675
       The most important settlement in the northern part of Ergoth,
       the fortress town of Hillfal, stands perched on the steep banks
       of the Alunatal River, guarding both it and the nearby mountain
       pass from invasion by the barbaric Ackalite tribes to the north.
       This austere fortress started as just a small toll station,
       established to collect fees from caravans traveling from
       Gulfport through the mountain pass toward Solamnia or returning
       through the pass. The Ackalites razed the station in an uprising
       during the reign of Emperor Redic I, though the empire
       ultimately managed to beat them back to the northern tip of the
       island. Hillfal 's ruins formed the foundation for a new, strong
       fort.
       Completed in 230 AC, Hillfal is the newest fortress of Ergothian
       built in the empire. No less than a legion remains stationed
       here at any given time. The village of two hundred people just
       south of the fort consists mostly of shops, houses of ill
       repute, gladiatorial pits, and even shadier establishments that
       imperial troops frequent for an evening’s diversion.
       Noteworthy Locations
       Hillfal Keep
       Shady Oak Inn
       The Dancing Dagger Tavern
       Cayle's Rest (Three Story upscale handcrafted fine eating and
       bar)
       The Crimson Field- Three Gladiator Pits
       Gulfport
       A remnant of the ancient Emperor’s Road leads south from Hillfal
       to Gulfport. Once a major center of commerce, Gulfport remains
       Ergoth's largest merchant harbor. (The imperial fleet and the
       Solamnian warships that escaped Palanthas after the coming of
       the Blue fill the harbor at Gwynned.) Ergothians also know
       Gulfport as the empire’s primary metalworking site.
       The realm’s finest artisans and weaponsmiths live here, working
       with metals imported from Sancrist or cut from nearby Wind
       Dancer Mine (so named for the long-abandoned abodes of the lost
       Kyrie, located on the mountain’s least accessible peaks). This
       mine, perhaps the richest in all of Ansalon, has remained
       productive since 567PC, and new shafts delve ever deeper into
       Krynn’s surface.
       Tantyvil
       South of Gulfport lies the hamlet of Tantyvil, a living monument
       to the battle of wills between a father and son around 300 AC.
       The elder son of Gulfport's aging lord was eager to assume
       power, but the old man would not step down. The son, already
       grown wealthy from the New Sea trade, decided to break his
       father and Gulfport by constructing a city of his own. He named
       it Tantyvil after his wife and spent his entire fortune building
       homes, docks, stables, inns, smithies, shops, and defenses.
       When finished, he had constructed one of the most aesthetically
       pleasing towns in the empire, for it was planned, not grown. He
       even had the blessings of Emperor Redic IV, who believed Ergoth
       could never have enough port towns. Yet Tantyvil never attracted
       more than a handful of sea barbarian traders and some fishermen.
       Old habits die hard, and Tantyvil lacked Gulfport's primary
       feature: its link with Wind Dancer Mine. Today, much of Tantyvil
       lies in disrepair. Rumors call the town the secret headquarters
       of the thief guilds, but otherwise, it remains a fishing
       community of about three hundred.
       Castle Crimson
       Continuing south along the Emperor's Road leads to one of the
       oldest buildings in Ansalon. The blocky Castle Crimson takes its
       name from its spires of red stone, imported from the Khalkist
       Mountains. From the road, one can see the castle sitting upon a
       hill that rises sharply from the surrounding plains. However, as
       invaders discover, the hill itself is part of the fortress,
       covered with traps and hidden arrow slits and doors that
       defenders can tire through or emerge from without warning. Built
       around 2300 PC, the castle was a gift to a human noblewoman from
       her noble dwarf husband. Unfortunately, the relationship ended
       in embarrassment when she gave birth to twin goblin dwarves (the
       reason why so few dwarf-human pairings last).
       The Lord of Castle Crimson, who traditionally occupies a seat in
       the imperial Senate, is the head of the Shadowlark family,
       half-elves of Qualinesti stock. They make bards, guild thieves,
       and Qualinesti refugees welcome in their home, but seem to have
       a strange disdain for anything Solamnic.
       Lancton
       In sight of Castle Crimson stands the fortified city of Lancton.
       The city was founded in 1940 PC as a combination toll station,
       guard post, and caravan stop at the only fordable section of the
       Dermount River. However, the completion of the Quevalin Bridge
       in 930 PC removed the need for the city's garrison function, as
       caravans were no longer as easy to ambush. Today, Lancton
       remains a trade hub. The section of the river between it and the
       capital serves as a portion of the Emperor's Road. An extension
       of this road allows traders to rapidly carry ore from the mines
       of Werim to the south to Lancton, and from there to Gulfport and
       Gwynned.
       Almost daily, oxen trod the well-worn riverside paths to draw
       loaded barges along the waterway. Even more important than its
       trade status is Lancton's significance as the source of the
       finest Ergothian art, music, and songwriting. Graduates of the
       empire's Bard College, located here, are known throughout the
       continent for their famous works celebrating the Heroes of the
       Lance and other great figures in Ansalon's history. Lancton is
       also the acknowledged headquarters of the Ergothian thief
       guilds, which causes many people to doubt the story, for why
       would a semisecret organization like the guilds make known the
       location of their headquarters? Nonetheless, someone looking to
       make contact with the guild ought to start in Lancton,
       specifically at a tavern called. The Emperor's Clothier.
       Werim
       From Lancton, travelers can follow the Emperor's Road south to
       Werim, the largest mining town in Northern Ergoth. To save their
       own lives during the Shadow Years following the first Cataclysm,
       Werim's village elders legally gave up their children and their
       descendants to an invading warlord. Even now, everyone born a
       Werim is still considered a slave, the property of the local
       lord. For centuries, the folk of Werim have fed the glory of
       local tyrants. The current lord is Governor Seta Yet (Human
       adult male, cruel demeanor, Adventurer), a harsh and greedy man.
       The Thief Guild has long targeted this unfit ruler, but his
       alliance with the cunning Li tribe, a group of disaffected
       Ackalite barbarians who act as his bodyguards, has kept Seta
       alive through seven assassination attempts.
       The Imperial City of Gwynned
       Downriver from Lancton lies Gwynned, the city that became the
       Imperial Capital when the old capital, Daltigoth (in Southern
       Ergoth), fell to ruin and ogres after the Cataclysm. Seaside
       Gwynned had been a favorite summer retreat of emperors since the
       Quivalin dynasty. It featured a palace, although less glorious
       than the Golden Palace of Daltigoth, suitable accommodations for
       the Senate, gladiatorial arenas, opera houses, the Imperial
       University, and many other basic amenities for the life of an
       emperor. Redic, I established his capital here and renamed the
       town Gwynned to evoke the memory of that extinguished in the
       royal line and give his reign legitimacy (see History).
       Since then, emperors have expanded Gwynned's defenses and harbor
       several times, helping the city evolve into a cosmopolitan
       metropolis of inequity. A visitor can find any service here, as
       well as any pleasure.
       The bouts in the local gladiatorial arena enjoy a place among
       the strangest and bloodiest in the empire. (Citizens still talk
       about the fight between a lightning-breathing behir and five
       condemned criminals dressed in full plate mail and armed with
       steel rods.)
       Landfall
       Northwest of Gwynned stands a coastal fortification built around
       an ancient tower of gnomish origin. Tradition holds that this
       tower marked the spot where the gnomes reached mainland Ansalon
       during their quest for the Graygem in the Age of Dreams.
       Landfall takes its name from that myth. While the tower still
       holds the gears, levers, and other odd manifestations of gnomish
       technology, the salty dampness of the ocean has long since fused
       the metal into an unworkable mass.
       In 1770 PC, after the Solamnians had established their presence
       on Sancrist, the Ergothians turned the gnomish tower into a
       sprawling fortification. Just in case Solamnus intended to use
       Sancrist as a staging area for the invasion. Today, the empire
       maintains the fortress as a last-ditch defense. Not only did it
       stand throughout the Ackalite invasion immediately following the
       Cataclysm, but it also contributed to the eventual defeat of
       these rebels at the hands of Redic I.
       DiThon Fiefdom
       The DiThon Fiefdom is a region on the southern coast of Northern
       Ergoth. It includes Castle DiThon, Thonvil, and Stonecliff
       (sometimes called "The Monolith"). Its eastern border reaches
       Huldre Bay and the Durris River, which separates the holding
       from Hillfort. The western border with Redicvil and Gwynned is
       not known. The holding is under the authority of the Emperor of
       Ergoth in Gwynned. It does not have a port and is not part of
       the famed Ergothian sea-faring tradition, but it is very proud
       of its Ergothian Cavaliers.
       Castle DiThon
       Castle DiThon is a four-story keep in the DiThon Fiefdom, on the
       southern shore of Northern Ergoth. The keep existed before the
       Cataclysm and still stood during the War of the Lance. Just
       inside the main gate of Castle DiThon is a temple to Habbakuk.
       The keep is in view of Thonvil.
       Stonecliff
       Stonecliff was the name of a monument on the southern shore of
       Northern Ergoth. It had two ancient marble plinths, 20 feet
       tall, carved with faces and symbols. They stood on a cliff
       overlooking the Durris River and the Huldre Bay in between
       Castle DiThon and the city of Hillfort. In 339 AC, the pillars
       were shattered by Guerrand DiThon and Belize.
       The rubble remains at the site. The pillars were believed to be
       thousands of years old, possibly as old as the world itself. The
       site was considered a pleasant place for travelers to rest when
       traveling between Castle DiThon and Hillfort. The place was
       considered to be magical, and Tuatha Dundareal (i.e.,
       brownie-like fey) were spotted in the area. The local lord of
       Castle DiThon had intended to demolish the pillars and set up a
       fort on the cliff, but the plan fell through. Lord Bram DiThon
       has deeded the lad as a protectorate in perpetuity.
       Thonvil
       Almost due south of Gwynned, on the island’s southern coast, is
       Thonvil. Thonvil is the largest village in the DiThon Fiefdom,
       on the southern shore of Northern Ergoth. The village was
       founded after the Cataclysm and still stood during the War of
       the Lance. Castle DiThon is visible from the village. Thonvil is
       filled with wattle-and-daub houses. Most have gardens and fences
       for personal livestock. The fishing village plays host to the
       Wooden Weapons Annual, a nonlethal version of the gladiatorial
       bouts held in other towns.
       The Red Goose Inn is the largest (only?) inn in Thonvil. It has
       an impressively large tap room.
       Dorcesters is a two-room inn on the road between Thonvil and
       Hillfort, not too far from Stonecliff.
       Wilor's Silversmith Shop
       New Winterholm and the Solamnian South
       The southern portion of Ergoth proper is the area most heavily
       settled by Solamnian refugees. The farming community of New
       Winterholm, the largest settlement there, got its start thanks
       to a land grant to Sir Wilhelm Tankreed (human adult male,
       honorable demeanor, Champion). As Khellendros descended upon
       northern Solamnia, this lord fled with the peasant population
       for whom he felt responsible.
       Throughout the Solamnian South, the immigrants have settled in
       fairly well, but a few cultural difficulties seem inevitable.
       First, farmers and herders on the Sikk'et Hul border have a
       difficult time seeing the goblins of that province as peaceful
       neighbors. The same holds for the Solamnian fishermen. Border
       attacks by land and sea have increased on both sides, as the
       newcomers defend themselves. and the goblins. Patience wears
       thin. Second,
       Solamnians entering into military service to the empire had a
       hard time adjusting to the Ergothian mentality. For instance, a
       Solamnian named Brevin Gantalian (human young adult male, modest
       demeanor, Adventurer) who helped uncover a plot to kidnap the
       emperor’s son was awarded the command of Hillfort, a fortress
       originally built to guard a nearby mine, and the Emperor’s Road.
       The new commander appointed Marla uth Furstan (human adult
       female, honest demeanor, Adventurer), a female Solamnic Knight,
       as his second-in-command, which many Ergothian warriors viewed
       as a personal insult. Further, he has launched expeditions into
       neighboring Sikk'et Hul to keep the provincial borders safe.
       Although such a move would seem reasonable along the
       Gaardlund-Throtl frontier in his native land, in Northern Ergoth
       it disrupts a centuries-old peace.
       Major Ruins
       Ogre ruins pepper the Sentinel Mountains along the Hylo-Ergoth
       border. Most have been thoroughly explored at the urging of the
       cash-strapped empire, though goblin scouts and adventurers do
       occasionally find new sites. Wind Dancer. One of Northern
       Ergoth's more mysterious structures, the Wind Dancer ruins
       appear virtually inaccessible to anyone without flight. The few
       who have reached this ancient Kyrie dwelling describe it as a
       bewildering complex of hallways, staircases, identical rooms,
       and open courtyards. The only damage to the structure seems to
       have been wrought by the passage of time. It looks as though
       every resident simply vanished. The empire encourages
       expeditions to the Wind Dancer peaks, hoping to solve this
       mystery as well as claim any treasure hidden within.
       Even
       Unlike the Wind Dancer site, the fate of the ruined town of Even
       holds little mystery. In the decades after the Cataclysm,
       rampaging Ackalites razed this town once a supplier of
       delicacies like caviar and honey-baked fish filets to Gwynned
       and other northern cities, and slaughtered every citizen. All
       attempts to resettle the town (or loot whatever the Ackalites
       missed) have failed: The ghosts of dozens of murdered citizens
       haunt the area still.
       #Post#: 650--------------------------------------------------
       Court of Emperor Mercadior Redic VI
       By: Dungeon Master Date: November 17, 2023, 11:26 pm
       ---------------------------------------------------------
       [center]
       Court of Emperor Mercadior Redic VI
       (Under Construction) [/center]
       Emperor Mercadior Redic VI
       Empress Aurelia Redic
       Eldest Son Prince Aurelius Redic
       Second Son Prince Dorian Redic
       Third Son  Prince Jaren Redic
       Daughter Princess Mercidith Redic
       The Emperor's Court
       Lord Praetor of the Imperial Armies Uthred Ker-Kanvovas (407 AC
       - Current (427 AC)) became Praetor following Osric Kel-Kinert
       The Praetor's chief of staff is called a Decurion and is
       sometimes in line to be the next Praetor. Decurion Startra
       Mar-Levronos, a Noble Duchess, Starra has become A hard Woman
       who lets nobody get in her way. She is a very skilled politician
       in the Senate, and deadly on the field as a strategist, which
       has propelled her to the position of Decurion.
       Seneschal Alaric Dorell
       Chamberlin Cedric Morval
       Herald Felix Courtwright
       Steward Alistair Verenthia
       Baron Strum uth Andros, Lord Cavalier of Solamnic birth, was
       disowned by his family when Sturm swore fealty to the Emperor of
       Egoth. He has been rewarded for his allegiance.
       Men-at-arms
       Priest of Corij Elyria Thornefield
       Chief Scribe Rylan Hastur
       Chief Mage Owen Wyndrune Red Robe
       Chief Alchemist Sylas Embercrest
       Marshal of the Stables Ormandus Vintner
       The Empress's staff
       The Ladies in Waiting
       The Nobles
       The Landed Lords' Estates, fiefdoms
       Lords, Ladies
       Barons and Baronesses
       Counts and Countesses
       Margraves
       The Unlanded Lords
       The Emperor's Retainers
       Barber Medicus
       Kennel master
       Falconmaster
       Squires of the Emperor
       Servitors (Skilled Labor)
       Blacksmith
       Cook
       Baker
       Servents
       #Post#: 663--------------------------------------------------
       Ergoth: Empire of the West
       By: Dungeon Master Date: November 26, 2023, 3:23 pm
       ---------------------------------------------------------
       [center]Ergoth: Empire of the West[/center]
       Over two millennia before the Cataclysm, around the time of the
       Second Dragon War, a mighty warlord arose among the barbaric
       human tribes. Named Ackal Ergot, he spent his early youth
       adventuring in distant corners of Ansalon. According to legend,
       he was the first human in many centuries to explore numerous
       ogre ruins, and within them, he found both wealth and powerful
       magic artifacts that, coupled with a natural talent for military
       tactics and strategies, allowed him to bring all the tribes in
       the northwestern part of the continent from the mountains of
       Sanction and the Silvanesti frontier in the east to the coast of
       the western sea.
       On his seventieth birthday, Ackal Ergot declared Daltigoth, the
       one-time stronghold of a powerful chieftain who had given his
       armies a large amount of trouble, the capital of the Ergothian
       Empire. By this time, the remaining free tribes in the south had
       banded together under the leadership of a warrior woman named
       Kharolis. The kingdom that resulted proved to be the first
       serious challenge to the mighty armies of Ergot
       After Ackal Ergot died, his children and grandchildren
       mismanaged the empire, pointlessly oppressed its people, and ran
       foolish military campaigns. Ergot's own daughter assassinated
       the last of his sons. When she subsequently attempted to claim
       the throne, angry priests of Majere, the patron deity of Ergoth,
       killed her. This event, coupled with the battles against
       Kharolis, put Ergoth on the path to becoming a fiercely
       patriarchal society.
       After two centuries of rulership by petty tyrants and
       ineffectual warlords who barely kept the empire together, the
       first emperor of the Dermount dynasty took the throne. He
       reestablished a strong government in Daltigoth and then set
       aside the Sword of Ergot and initiated trade with the elves of
       Silvanesti. He even arrived at an uneasy peace with Kharolis,
       who by this time had become an ancestral enemy of Ergoth. During
       this time, the empire attempted to claim dominion over the
       kenderland of Hylo, but it eventually gave up the claim when the
       Imperial treasury couldn't figure out how to appraise the wooden
       carvings and roasted nuts that the kender kept sending as tax
       payments. This period also marks the emergence of half-elves,
       since many humans and elves intermarried.
       The peaceful times came to an end when a party of Ergothian
       hunters accidentally slew the Silvanesti ruler, Sithel. The
       elves refused to believe it was an accident and instead thought
       the Ergothians were attempting to return to their tradition of
       conquerors. War erupted, and the conflict, which has been dubbed
       the Kinslayer Wars by historians, lasted for almost five
       decades. The war ground to a bloody stalemate, and thousands of
       humans, elves, and half-elves were slaughtered as armies fought
       back and forth over the same few miles in the forests of central
       Ansalon. The war ended when one of Sithel's sons, Kith-Kanan,
       negotiated a truce and forced his older brother, Sithas, to
       allow him to establish a western elven kingdom in the lands
       where the worst battles had taken place. Named Qualinesti, this
       land became a haven for half-elves, and when the Empire of
       Ergoth came into conflict with the dwarven kingdom of
       Thorbardin, Kith-Kanan's new land helped broker a peace treaty
       that led to the creation of the legendary Swordsheath Scroll and
       the mighty fortress of Pax Tharkus.
       With a permanent peace established among the Kharolians, elf,
       and dwarf kingdoms, and an understanding of sorts reached with
       the nation of Hylo, Ergoth entered into its Golden Age, the time
       during which most of what are considered to be the classic forms
       of Ergothian song, music, and poetry were created. The magic
       arts also flourished during this time, and more than one emperor
       was either a priest of Majere, or a Wizard of the White Robes.
       The empire's neighbors also benefited from the peace and
       prosperity, and even the lowliest of serfs saw their lot
       improve.
       Unfortunately, the seeds of Ergoth's downfall as the dominant
       realm of Ansalon were sown at this point. During the reign of
       Quevalin XI, a Wizard of the White Robes, rumors grew
       consistently stronger among noble and military circles that he
       was planning to instigate sweeping changes in the laws
       surrounding imperial succession and in the structure of the
       Imperial legions. The most prevalent of these rumors was that he
       wanted to make it law that only those with a talent for magic
       could inherit the throne and command the troops of the empire.
       Eventually, these rumors fanned the fires of rebellion, and
       Macqui Hellman, commander of the Imperial Guard, overthrew
       Quevalin XI.
       Hellmann was the first in a line of emperors whose incompetence
       was rivaled only by those who had reigned in the first centuries
       following Ackal Ergot's death. Increasingly, the nobility became
       more decadent and greedier in their ways, the people started to
       suffer and subsequently rebel, and trade relations with
       neighboring kingdoms started to decline. A new union of
       city-states led by the Lord-City of Istar emerged beyond the
       Doomrange to fill the mercantile void, and this caused the
       nobles of Ergoth to become even more iron-fisted toward the
       common folk. Eventually, in 1241 PC, all the empire's eastern
       provinces rebelled against the oppression and decadence that had
       taken hold in Ergoth. Under the leadership of visionary
       commander and statesman Vinas Solamnus, they created an
       independent kingdom.
       The next millennia are a chronicle of the steady decline into
       irrelevancy of a once-great empire. Istar and Solamnia emerge as
       the military, commercial, and spiritual centers of Ansalon, and
       Ergoth grows so weak that it must rely on Solamnia for
       protection and trade. However, a rot far more severe than that,
       which felled Ergoth eventually, took hold in Istar. With the
       emergence of the Kingpriests, Istar began to force its will upon
       the other nations of Ansalon, using the Knights of Solamnia as
       the might through which they spread their "righteous ways."
       A century before the Cataclysm, only the priests of the Empire
       of Ergoth dared speak out against the Kingpriest, since everyone
       else -- even the majority of Imperial citizens -- believed the
       Istaran claims that the Kingpriest was the supreme agent of the
       gods in the mortal realms. Forty years before the Cataclysm, a
       strong emperor took the Ergothian throne for the first time in
       centuries.
       The government of Gwynned VI fiercely challenged every edict
       that was issued forth from Istar, and he saw that word was
       spread widely that many Ergothian priests had received visions
       from their gods that Istar would soon fall. As Istar declared
       wizardry illegal and increased its efforts to exterminate all it
       viewed as "evil," the Empire of Ergoth was slowly starting to
       rediscover some of the vigor and cultural glory it had known a
       thousand years earlier. Slowly, the emperor began to raise an
       army to challenge Istar. He found willing allies in the
       Silvanesti elves, and the Knights of Solamnia seemed oddly
       oblivious to his efforts to challenge the righteousness of their
       long-time ally. However, just as Gwynned VI's war against Istar
       had barely started, he died under mysterious circumstances. His
       son, Gwynned VII, was a gentle soul who truly despised war and
       who, fearing the supposedly divine powers of the Kingpriest,
       called a halt to the army's advance. Less than a month later,
       the Cataclysm struck, destroying Istar forever and drowning much
       of the Empire of Ergoth under the sea.
       The Cataclysm caused a strait to form that split Ergoth into
       northern and southern halves. Southern Ergoth in the Fifth Age
       fell under the dominion of the White dragon overlord, Gellidus
       until his defeat after the War of Souls. The White had turned
       this land of hills, plains, and woodlands into a frozen waste
       buried in glaciers, snow, and ice. A few of its former
       inhabitants cling to the more livable areas such as Daltigoth,
       which was held by ogres in fealty to Gellidus for a time.
       Northern Ergoth has actually benefited from troubled times: They
       experienced a population increase. While many worship the old
       gods, others have adhered to the Citadel of Light. They have
       embraced the Gods again after their Return after the War of
       Souls. Northern Ergoth is ruled from its capital, Gwynned, by
       Emperor Mercadior Redic VI.
       #Post#: 664--------------------------------------------------
       The Emperors of Ergoth
       By: Dungeon Master Date: November 26, 2023, 3:29 pm
       ---------------------------------------------------------
       [center]The Emperors of Ergoth[/center]
       Ackal Dynasty
       Ackal I (Ackal Ergot) 2600-2595 PC Emperor
       Ackal II 2595-2575 PC son of Ackal I; slain in battle
       Ergothas I 2575-2572 PC son of Ackal I; murdered
       Ackal III 2572-2566 PC deposed, murdered
       Mordirin Ackal 2566-2557 PC deposed, confined
       Empress Kanira 2557-2541 PC wife of Mordirin
       Ergothas II 2541-2530 PC son of Mordirin & Kanira
       Pakin Zan 2530-2499 PC Not an Ackal; married into the dynasty
       Ergothas III 2499-2480 PC son of Pakin Zan
       Ackal Dermount 2480-2460 PC son of Ergothas II. Takes up Ackal
       II's clan name and seizes the throne.
       Ackal Dermount II 2460-2452 PC Younger brother of AD. Assumes
       the throne after AD is murdered.
       Six Years' Civil War 2458-2452 PC between Ackal and Pakin
       loyalists,
       Empress Deri 2452 PC elderly daughter of Ergothas III
       Ackal Dermount III 2452-2439 PC the Ackal Successor
       Pakin II 2439-2421 PC AD III's son, "the Conciliator"
       Pakin III 2421-2401 PC Pakin II's brother, "the Avenger"
       Ackal IV 2401 PC formerly Prince Amaltar
       Ackal V 2401-2396 PC formerly Prince Nazramin
       Dalar 2395 PC son of Ackal V, a babe led by regents
       The Successors' War, 2395-2352 PC, between Pakin/Ackal factions
       and their foreign allies
       Pakin IV 2352-2320 PC the Pakin Successor
       Protectorship of Gonzakan 2320-2288 PC harsh rule of General
       Gonzakan, in the name of the Pakins
       Ackal VI 2288-2242 PC "Ackal the Unlucky." The most revered of
       the Ackal emperors.
       Ackal VII 2242-2193 PC Names Quivalin V his heir, as his wife is
       barren. Rebellion. Last of the Ackal/Pakins
       Quivalin Dynasty
       The Elder Line
       Quivalin V, the Defender 2193-2120 PC Q III's son. Begins the
       Kinslayer War.
       Quivalin VI 2120-2075 PC Grandson of Amidane. Weak ruler,
       dominated by his courtiers
       The Younger Line
       Quevalin VII, the Restorer 2075-2023 PC Deposed Q VI, changed
       the name to "Quevalin"
       Quevalin VIII, the Gambler 2023-1997 PC Pursued pleasure at the
       expense of politics
       Quevalen IX, the Damned 1997-1996 PC Son of Q VIII. Sadistic
       tyrant. Murdered.
       Quevalen X, the Navigator 1996-1945 PC Brother of Q IX. Wisest
       of his dynasty.
       Surgatis, the Lost 1945-1937 PC Grandson of Q X. Afflicted by a
       curse.
       Empress Ameen 1937-1905 PC Surgatis' sister. Vanished without a
       trace.
       Quevalin XI, the Dotard 1905-1900 PC Surgatis' uncle.
       Coup in 1900 PC; end of the Quevalen line
       Quisling Dynasty
       Macqui Hellman 1900-1879 PC First of the brutal military
       emperors
       Urcath Hellman 1879-1858 PC Self-styled "Lord of the World."
       Macqui II 1858-1850 PC Poisoned in public.
       Yorth Hellman 1850-1837 PC Shrewd, oppressive. Patron of
       sorcerers and spies.
       Urcath II 1837-1833 PC Yorth's son. Slain in battle.
       Macqui III 1833-1817 PC Son-in-law of Yorth. Not a Quisling.
       Empress Urcathi 1817-1812 PC Practicing sorceress, known as "the
       Witch Queen."
       Emann Quisling 1812-1792 PC
       1792 PC: Solamnus ends the Quisling line
       Numerous corrupt and ephemeral emperors
       Lekaer Dynasty
       Theolonius Lekaer II c. 1234 PC
       Bestell c. 1100 PC
       Lekaer IV c. 1060 PC
       Lekaer V c. 1040 PC
       Bestell II c. 1030 PC
       Bestell III, the Faceless c. 1018 PC
       Lekaer VII c. 947 PC
       Gwynned Dynasty
       Gwynned II c. 280 PC
       Gwynned V c. 118 PC
       Gwynned VI 39-1 PC
       Gwynned VII 1 PC Killed in the Cataclysm.
       Series of petty despots
       Redic Dynasty
       Baridor Redic I c. 30 AC
       Redic IV c. 300 AC
       Mercadior Redic V c. 332 AC
       Redic VI c. 414 AC - present
       #Post#: 666--------------------------------------------------
       Daltigoth Capital of the Empire 
       By: Dungeon Master Date: November 26, 2023, 4:11 pm
       ---------------------------------------------------------
       [center]Daltigoth
       Former capital city of the Empire of Ergoth
       [/center]
       The ancient city of Daltigoth was once the capital of the great
       Empire of Ergoth. It later became a city of ogres, giants, and
       trolls after the Cataclysm. The city is three miles long from
       north to south and six miles wide from east to west.
       Prior to the Cataclysm the imperial city was located in the
       Great Horde Hundred near the Harkmor Range of the Aegis
       Mountains. The great road Ackal Path connected the city to C
       Daltigothaergoth. Also, another road named Kanira’s Path started
       in Daltigoth and went north. Daltigoth was a walled city and the
       wall stood fifty feet tall and had many gates. The Inner City
       even had a taller and thicker wall. To the east of the city was
       the Dalti Canal. Also near the city were the Ord, Nath, and the
       Dalti River.
       After the Cataclysm, the city was greatly ruined by the
       destruction of the Tower of High Sorcery there, the Cataclysm
       itself, and the subsequent ogre invasion. The city was now
       located on Southern Ergoth and near Morgash Bay.
       In the Age of Mortals with the land manipulations of Frost the
       city became colder, and more ice-covered. Morgash Bay became
       Lake Morgash. The Dictator of Daltigoth ordered more industry to
       occur in his city. This made Daltigoth warmer than the outside
       lands and thick with smoke.
       History
       Age of Dreams
       Ogres believes that the site of Daltigoth was actually
       originally a High Ogre city. It is possible that it might have
       been the capital city called Daltigar.
       Legend has it that the city was first founded by a Human named
       Eadamm. The site of the founding was debated. There were four
       locations in the city including the Temple of Paladine and the
       Gate of Eadamm that were thought to be the site of the founding.
       Around 2600 PC Ackal Ergot declared Daltigoth, a former
       stronghold of a tribal chieftain, the capital of the new Empire
       of Ergoth. Legend has it he did this while standing on Emperor's
       Knob.
       Harald Greytooth, the head of the Red Robes, approached Pakin
       about building a new Tower of High Sorcery in Daltigoth. Pakin
       agreed that the wizards would help defend and strengthen the
       empire. Harald agreed to the emperor’s terms. Although once
       Pakin saw Harald’s plans for the new tower he disagreed with
       moving forward. Pakin did not want a red tower but a white tower
       to show the world what a good nation Ergoth was. Harald
       reluctantly agreed with the emperor...seemingly agreed that is.
       After a large imperial ceremony, the White Robe Yoralyn led a
       ritual that resulted in the image of a white tower over the
       city. The white tower was an illusion, and that night Harald led
       the true ritual and raised the red Tower of High Sorcery. Pakan
       had a sense of humor and laughed off what happened.
       During the Rose Rebellion in 1791 PC the Swordsheath Army led by
       Vinas Solamnus laid siege to Daltigoth. Emperor Emann Quisling
       was forced to cede the empire’s easternmost provinces to the
       army.
       Age of Might
       In 19 PC, the Battle of Daltigoth occurred during the Lost
       Battles. Lord Praetor of the Imperial Armies Serl Kar-Thorn used
       a magical pine nut to break through the Kadothan Grove and
       invade the Tower of High Sorcery. Iriale the Master of the Tower
       of Daltigoth gathered more than thirty mages to the tower's
       Heartchamber and together they released magical energy to
       destroy the tower and a quarter of Daltigoth.
       Cataclysm
       During the Cataclysm, the Empire of Ergoth was shattered. A
       third of the empire was covered by ocean and the rest was split
       into five islands: Northern Ergoth, Cristyne, Enstar, Nostar,
       and Southern Ergoth. The imperial capital survived the ordeal
       but lay on the new island of Southern Ergoth.
       Age of Despair
       Not too long after the Cataclysm, Emperor Gwynned VII was
       assassinated in Dalitgoth. Civil unrest continued in the city
       for the next few years until the ogres of the Last Gaard
       Mountains invaded. The Humans of the city were not prepared for
       the invasion and many escaped to the cities of Zhea Harbor and
       Fairkep. Daltigoth was left to the ogres and eventually Gwynned
       in Northern Ergoth was declared the new imperial capital.
       By the time of the War of the Lance, the Dictator of Daltigoth
       was a Hill Giant named Stormogre. Stormogre made an alliance
       with Dragon Highlord Feal-Thas. The dark elf gave the dictator
       White Dragons and a force of Sivak and Baaz Draconians in return
       for the Stormogre rallying all the ogres in the region for a
       potential strike against Northern Ergoth. Stormogre died in
       Icereach during the war. His three sons: Thunderbane,
       Hammerfall, and Strokelightning began to fight among themselves
       for who would inherit the rulership of the city. The brothers
       were then forced out of the city by Kthaarx, a cousin of
       Stormogre.
       Age of Mortals
       Kthaarx ruled until shortly after the Chaos War and he was
       succeeded by his son, an ogre named Tdarnk. Tdarnk managed to
       calm the fighting between the ogres of Daltigoth and the wilder
       ogres of the region. The last son of Stormogre, Thunderbane,
       even gave his support to Tdarnk as dictator of the city in
       return for being allowed to rule the wilder ogres of the region.
       In 395 AC, Gellidus took Southern Ergoth as his own. Tdarnk and
       Thunderbane wanted to be in the Dragon Overlord’s good graces.
       After a few years, it seemed that Thunderbane would succeed over
       Tdarnk, but Tdarnk became an Ogre Titan. With his newfound
       abilities, Tdarnk managed to usurp Thunderbane as Gellidus’s
       favored servant.
       Just before the War of Souls, Thunderbane and his followers
       attacked Daltigoth. The attack did not go well and ended with
       Thunderbane dueling Tdarnk in the Dome of Gold with Tdarnk as
       the victor. Years after the War of Souls, Tdarnk no longer
       wanted any reliance on the eastern ogre nations. He made
       Daltigoth a haven for the Whitescale Society. A covert Legion of
       Steel cell was assigned to the city to investigate the
       Whitescale Society and the city’s allomanya production. In 422
       AC, Tdarnk was killed and his Council of Nine was defeated by a
       group of adventurers that were aided by Emma Xela and Briony
       Thistleknot of the Legion cell stationed in the city. The city
       was put into an uproar due to the death of Tdarnk with unknown
       results.
       Districts of Daltigoth (Imperial Capital)
       Canal District
       Inner City
       Middle City
       New City
       Old City
       Quarry District
       Buildings and Locations of Daltigoth (Imperial Capital)
       Bargeman's Rest
       College of Wizards
       Dermount Square
       Dome of Gold
       Dregs
       Elicarno's Workshop
       Ergothian Royal Granary
       The Four Winds
       Imperial City Guard Barracks
       Imperial Palace
       Imperial Plaza
       Juramona Hall
       Noonday Ridge
       Riders' Hall
       Temple of Corij
       Temple of Mishas
       Temple of Paladine
       Tower of High Sorcery at Daltigoth
       Scriveners' Hall
       Wall of Skulls
       Roads and Streets of Daltigoth (Imperial Capital)
       Bran’s Way
       Empire Way
       King's Way
       Saber Street
       Saddler's Row
       Post Imperial Capital
       Districts of Daltigoth (Post Imperial Capital)
       Broken Stretch Quarter
       Inner City
       King’s Quarter
       Slave Quarter
       Trade Quarter
       Buildings and Locations of Daltigoth (Post Imperial Capital)
       Assassin Compound
       Conservatory of the Magi
       Dregs
       Crystal Mill
       Dome of Gold
       Sanguinarium
       Gates of Daltigoth
       Dermount Portal
       Dragon Gate
       Great Ackal Gate
       Gate of Eadamm
       Harkmor Way
       Kanira's Door
       Solanthus Road Gate
       Tanner's Gate
       #Post#: 667--------------------------------------------------
       Ackal Province
       By: Dungeon Master Date: November 26, 2023, 9:38 pm
       ---------------------------------------------------------
       [center]Ackal Province[/center]
       Most of Ansalon, having only the empire's word on the state of
       affairs in Northern Ergoth, has no idea of the separatist nature
       of Ackal province. This loose federation of barbarian tribes
       long ago rejected Ergothian civilization and returned to the
       ways of Ackal Ergot, seeking to regain the power and glory he
       enjoyed at the dawn of his empire. Each of the nine families
       that led the initial departure four hundred years ago, gave its
       name to a tribe. Today, three tribes have left Northern Ergoth
       to settle elsewhere and two have departed Ackal. The remaining
       tribes of Brindal, Karthan, Tran, and Vakt look to the
       leadership of their overchief rather than any emperor and
       fiercely patrol their province, killing any outsider who
       violates their territory.
       Important Holdings
       Wild Ackal, in the northern region of the island, has no capital
       city. Instead, each of the provinces' four major tribes takes a
       small stronghold as its seat of power.
       These holdings consist of a keep belonging to the chief and a
       village built around it which, in turn, is encircled by stone
       walls and moats. These structures, built in the first and second
       centuries after the Cataclysm, have been scrupulously maintained
       by generations of Ackalites. While the defenses of Ackal’s
       villages remain as sound as the day they were built, most of
       them could not withstand a concerted assault using magic or
       modern warfare techniques. (The one exception is Ker-Vakt, whose
       citizens continuously upgrade and expand their defenses due to
       its position on the border with Ergoth proper.)
       Noteworthy Settlements
       Unlike most longstanding communities, the villages of Ackal have
       not grown over the years, instead ranging in size from three
       hundred to eight hundred. The population has remained more or
       less constant for the past two centuries, thanks to a number of
       factors, such as: Losing inhabitants who leave to form new
       tribes; The nation’s warlike nature; and A high infant mortality
       rate, particularly among baby girls.
       Beacon
       The most modern settlement in Ackal is Beacon, a lighthouse and
       fortified port built around 310 AC by mariners from Saithum to
       reinforce their ties with Ackal. (Saifhum was settled in part by
       seafaring Ackalites who left Ergoth to seek a home free of
       imperial threat.) Although far more progressive than their
       prickly Ackalite cousins, the mariners try to nourish a bond
       between the two peoples. The Saifhum settlers sought to use
       Beacon as a waystation near their Solamnian trading partners,
       thus allowing them to bypass river pirate tariffs on the
       Vingaard. However, they quickly tired of the constant arguments
       with the Ackalites, who insisted on applying their restrictive
       social codes to Saithum's women, many of whom captained their
       ships. Now, Beacon serves primarily as a staging point for
       Ackalite pirate activity,
       while the lighthouse-featuring a light that, through the wonders
       of magical technology, cuts through even the thickest fog serves
       as a reference point for ship captains attempting to round the
       island’s north tip on the way to the realm of Gunthar at night.
       While other settlements consist of a single tribe and chieftain,
       Beacon is home to about three hundred people from various
       tribes, all of whom look for leadership to Ackal’s overchief,
       Tambov Reknal (human elder male, vigilant demeanor, Master).
       Ker-Brindal
       South of Beacon lies Ker-Brindal, a community of some four
       hundred people. Before traders from Saifhum more or less
       surrendered Beacon to the Ackahtes, Ker-Brindal was one of two
       main staging areas for pirate activity (Ker-Karthan being the
       other). These days, Ker-Brindal has become primarily an
       agricultural village. Surrounding fields reach as far inland as
       the ruins of Truth, and local herdsmen tend their sheep and
       horses on the plain between Ker-Brindal and Beacon. Ackalite
       mystics have learned to make the sandy soil more fertile
       magically, allowing this region to supply food for the entire
       province. Sheep provide wool that traders barter to the kender
       of Hylo for wood.
       The Brindal chief, Dal Quenalen (human young adult male,
       determined demeanor, Adventurer), assumed leadership of his
       tribe only recently, following the death of his father in an
       unsuccessful attack on a merchant ship bound for Gunthar. Dal
       feels very unsatisfied with his tribe. 's current direction. He
       doesn't believe his people should be rooting in the dirt or
       tend. Animals are warriors, and warriors take what they need
       from the weak. He tried to convince Overchief Tambov Reknal to
       give his tribe control over Beacon. 's lighthouse and port, so
       the Brindals could regain their former warrior status. The
       overchief refuses the request, so Dal intends to challenge him
       for his position next year.
       Ker-Tran
       A tribe that was more than happy to leave the warrior's life
       behind them was the Tran although, without them, there could be
       no warfare. In the village of Ker-Tran live the vast majority of
       Ackal's metalworkers and weaponsmiths. For countless
       generations-since well before the Cataclysm. Tran ancestors
       worked as master smiths. Before the rise of the Ackalites, they
       tended their forges in Truth. However, when the lord of that
       city refused to bend to the fanatics, they made an example of
       the town by leveling it. The Ackahtes shortly after the
       Cataclysm thought themselves unstoppable since they could
       destroy a city that produced the empire's finest weapon never
       mind that most of its citizens were craftsmen and miners, not
       warriors.
       The same holds true of Ker-Tran today-it is a community of
       craftsmen, who pass their art from father to son. Other
       chieftains scoff at Chief Oklar Tran (human adult male, resolute
       demeanor, Champion) and his tribesmen behind their backs for
       their consistently poor showing during festival tournaments.
       However, the scoffing goes only so far. Everyone remembers
       twenty years ago, when, to earn the respect of his people,
       Oklar. 's father halted all mining, let the forges lay idle, and
       refused to mend armor. Other chiefs launched an armed assault on
       Ker- Tran, only to find the walls defended by a variety of
       built-in mechanical traps and defenses not to mention by the
       village's men and boys, not as helpless with weapons as other
       chieftains liked to think. When it mattered, they defended
       Ker-Tran and their honor with great skill and ferocity.
       Afterward, it was three months before Ker-Tran would mine ore or
       make or repair weapons for anyone but members of their own
       tribe. Other villages tried to use their own smiths, with less
       than stellar results. The fact that the Tran tribe controlled
       the only unspent nine in Ackal made matters even more difficult.
       Tran's father got the acknowledgment he wanted, and the tribe
       went back to work. Tran has continued in his father's footsteps,
       and his people have suffered no open disrespect. Ker-Karthan.
       Southeast of Ker-Tranes coastal Ker-Karthan. In this sea
       barbarian village, the Ackalites build most of their ships.
       Locals trade weapons and small metal items for lumber from
       kenderhome, then float the logs down the Moon River to Serpent
       Bay, where the community.s master shipbuilders turn them into
       some of the finest and fastest sloops Ansalon has ever known.
       Only the ships of Saifhum can outdistance Ackalite sloops.
       The chief of the Karthan tribe is Sarkhem Nord (human
       middle-aged male, with a brutal demeanor and a champion), a
       bloodthirsty buccaneer who leaves just a single survivor on any
       ship he attacks, to help his reputation grow. He carefully
       balances his tribe's activities among pirating, shipbuilding,
       and (surprisingly) scholarly efforts to improve ship-building
       techniques and further the science of navigation. While he
       shares the Ackalite belief in attaining glory by following the
       ways of Ackal Ergot, Chief Nord does not consider advancing the
       technologies of war contrary to that philosophy.
       Ker-Vakt
       The settlement that sums up the Ackalite nature as perceived by
       other Ergothians is Ker-Vakt. This massive fortress consists of
       a stone keep surrounded by moats and earthen works fraught with
       pit traps, archer positions concealed by brambles, and false
       gates that lead to killing zones. Ackalite troops drill
       constantly on and around the defensive structures, and large
       work crews consisting of slaves and convicted criminals work
       constantly to expand the fortress and change trap locations. The
       rotting bodies of spies, traitors, and Ackalite warriors who
       just couldn't meet the commander's high standards serve as
       grisly ornamentations, impaled on wooden and metal spikes. While
       Overchief Reknal, Ackal's uncle resides in Beacon, his son,
       Ackal's cousin Sorath (human adult male, inventive demeanor,
       Adventurer), handles tribal concerns in Ker-Vakt. Built in
       response to Castle Hillfal, this Fortress Town provides a
       formidable defense. Though not as impressive in appearance as
       the Solamnic citadels on the mainland, it remains impenetrable
       as commanders who have attempted strikes against Ackal can
       attest.
       The Alunatal River, impassible on both banks, forms another
       impressive barrier.
       #Post#: 668--------------------------------------------------
       Sikk'et Hul
       By: Dungeon Master Date: November 26, 2023, 9:52 pm
       ---------------------------------------------------------
       [center]Sikk'et Hul Province[/center]
       Sikk'et Hul is a former province of Northern Ergoth that Goblins
       have made their own nation. Sikk'et Hul is located south of both
       Ergoth Proper and Hylo. The major geographical features of the
       region include the southern end of the Sentinel Mountains. The
       land is arid, with many desert wastelands and badlands located
       within the borders.
       Age of Might
       In time before the Cataclysm, Sikk'et Hul was given to goblins
       as a reward for assisting the Empire of Ergoth against the
       Knights of Solamnia. To this day, goblins live in this nation
       with Aghar Dwarves in relative peace. They do have a standing
       army but all thoughts of waging war have been forgotten. They
       pursue a more academic way of life.
       Age of Despair
       During the War of the Lance, the goblins of Sikk'et Hul were
       approached by the forces of Takhisis to join in her cause of
       taking Ansalon. The goblins refused to join with the
       Dragonarmies, and instead told their Ergothian allies of the
       plots of Takhisis. Together they formed an alliance that led to
       most of the goblin shamans leaving Sikk'et Hul to assist the
       Dragonarmies.
       Age of Mortals
       Not much is now known about the lands of the goblins, but they
       are living in peace with their Ergothian neighbors and their
       Kender neighbors.
       #Post#: 669--------------------------------------------------
       Hylo
       By: Dungeon Master Date: November 26, 2023, 9:56 pm
       ---------------------------------------------------------
       [center]Hylo
       Kenderhome
       Large City 19,563[/center]
       Hylo is a kender nation that is located north of Northern Ergoth
       and Sikk'et Hul with the Straits of Algoni to the east in the AC
       era. During the PC era, Hylo was located near the Empire of
       Ergoth's provinces of the Eastern Hundred and the Mountain
       Hundred. The kender from Hylo are called Hyloian. The forests of
       the land are temperate year-round, and very little snow falls in
       the winter months except for a few flurries. Where once in order
       to become the leader of Hylo for a year, you had to win some
       sort of contest on Election Day, which could involve spitting
       seeds, who can swim the fastest, or even stand on your head the
       longest. In the Days of the Age of Mortals, things have changed
       a bit with the coming of Belladonna.
       Hylo is a confusing maze of streets and alleyways that circle
       and swirl through a labyrinth of trees and buildings of all
       types.
       Age of Dreams
       Hylo was founded in the year 2600 PC. A clan of kender
       accidentally "found" the Sentinel Mountains when a flying
       citadel they had borrowed accidentally crash-landed into the
       mountains. They claimed the land and started building their
       first villages. The kender named their new nation "High" and
       "Low" for how high the citadel flew and for when the citadel
       crashed into the mountains. It was later shortened to just Hylo
       by the kender.
       Hylo became a major trader with both the Empire of Ergoth and
       Tarsis by the year 2431 PC. King Lucklyn I approved becoming a
       vassal of the Empire in that same year, which resulted in a war
       between the Empire of Ergoth and Tarsis in the year 2421 PC. In
       the autumn of 2412 PC, the final battle took place on Hylo soil
       at a battle called the Battle of Three Rose Creek. The Empire,
       led by Tol defeated Tarsis and the hold of the Empire on Hylo
       was permanent.
       Following the Rose Rebellion in 1791 PC, Hylo gained its
       independence from the Empire of Ergoth. The kender of Hylo then
       allied themselves with Solamnia.
       Towards the end of the Third Dragon War in about 1018 PC, Hylo
       was overrun by Takhisis's armies. The lands were freed shortly
       after they were taken after Huma Dragonbane defeated Takhisis
       when he stabbed her with his Dragonlance.
       Cataclysm
       During the Cataclysm, southern Hylo was destroyed and the
       northern and eastern parts of Hylo were submerged underwater.
       The kender of the land were scared witless and couldn't
       understand why they were being punished for what humans of Istar
       did. This caused many of the kender to become very religious.
       Even though this destruction killed many thousands of kender, it
       also brought peace and prosperity to the nation for almost four
       hundred years.
       Age of Despair
       While the War of the Lance raged across Ansalon, the kender of
       Hylo was completely unaware that a war was even going on. Some
       tales were brought to the kender about a war, but most thought
       it was just a good story. The goblins of Sikk'et Hul pledged an
       alliance with both Hylo and Northern Ergoth during this time.
       Age of Mortals
       Hylo sees their fellow kender from Kendermore flee to them,
       following the destruction of their homeland. This has caused
       great tension and strife between the two races since the kender
       that came from Kendermore brought a lot of afflicted kender with
       them.
       Noteworthy Locations in Hylo
       The Grand Palace
       Hullabaloo (A Sylvan Glade)
       The Roving Bazar
       The Finders Guild
       The Flying Fish Market
       Noteworthy Cities, Settlements, and Locations
       Hylo City - Capital
       Gobwatch
       Hidal
       Legup
       Lemon
       Lookit
       Ocean Town
       Safehold
       Thisway
       Tower
       The Bay of Monsters
       #Post#: 1104--------------------------------------------------
       The Bardic College of Ergoth
       By: Dungeon Master Date: April 21, 2025, 2:40 am
       ---------------------------------------------------------
       [center]The Bardic College of Ergoth[/center]
       Lancton was a newly constructed city of the Ergothian Empire, in
       the reign of Emperor Quevalin VII (2075-2023 PC), also known as
       the Restorer. The Emperor was a great patron of the arts and, to
       preserve and nurture the cultural development in the empire,
       organized the foundation of a college of the arts.
       This college was intended to be a collaborative institution
       within which bards could receive formal training from master
       bards. The collegium’s campus was to be the first such structure
       devoted to such an organization on all of Ansalon. Quevalin VII
       sought out several dwarven architects and builders to create the
       campus, primarily using bluestone and other solid materials so
       the buildings would last the ages. The Emperor’s chief concern
       was that if the campus were ever destroyed that none of his
       successors would bother rebuilding it, leaving the college
       without a place to gather.
       Thus, he wanted the campus to endure the ravages of time. The
       Emperor used his considerable wealth to recruit a number of
       accomplished elven bards from Silvanesti, to serve as the
       original master bards and teachers to the hopeful Ergothian
       apprentices, thereby establishing the Bardic College in both
       name and function. After a few short years of construction and
       recruitment of master bards, the college campus finally opened
       its doors. The initial interest in being a musician or performer
       soared, and a crowd of young men and women arrived on the campus
       doorstep.
       Such was the turnout that the elven bards were forced to turn
       many away. A group of fifty apprentices was whittled down to
       twenty within the first week, many simply having no real
       aptitude for music or tales. The master bards determined that
       even twenty apprentices were quite a number to handle, and in
       later years, this was reduced to ten accepted apprentices at any
       given time. A curriculum was created to serve as a course of
       instruction within the college. The apprentices were taught
       hundreds of songs, legends, and poems of the time, and also were
       trained in the mastery of several instruments. The early
       apprentices bore heavy elven influences due to their teachers,
       however, this broadened and changed over time.
       In 1976 PC, Headmaster Asimar announced that the curriculum
       would be updated by his master bards every twelve years, so as
       to stay current with world events, and also so that the
       curriculum would not become stale. While Asimar’s proclamation
       about the changing curriculum was a welcome one, his reign as
       headmaster would be short-lived. Following a night of drunken
       debauchery, the headmaster was caught bedding two of his female
       apprentices and summarily thrown off the campus, his collegiate
       privileges revoked, for granting “special favors.” A series of
       headmasters followed; however, it was in much later years that
       the famous master bard Quevalin Soth joined the Bardic College
       and was begged by the then headmaster Elias to take over the
       reins. The elven musician took a tour of the grounds and was
       impressed with the quality of the students, the teachers, and
       the campus itself.
       At the behest of Elias, Quevalin Soth became the new headmaster,
       with Elias stepping down to the role of master bard and teacher
       once more. The Empire fractured and suffered under numerous
       corrupt Emperors over the course of time, and even Ergoth itself
       broke in twain during the Cataclysm, the Bardic College
       persisted and flourished. It’s ever-present elven headmaster saw
       a number of changes occur throughout Ansalon and continued to
       work with his master bards in refining the classes and lessons
       for future would-be bards.
       Exterior
       From all outward appearances, the campus is a stately two-story
       mansion, built of bluestone into the side of a hill. The second
       floor was built higher and further back on the hill than the
       first. The only entrance to the building is through two
       seven-foot-tall bronze doors. Even though the doors would easily
       weigh a ton apiece, through some magic, they swing open freely
       at the slightest touch.
       The First Floor
       Through the bronze doors lies a large open courtyard, paved with
       grey tiles. Magnificent marble staircases rise from inside the
       courtyard and run the length of the courtyard. The staircases
       lead to the top floor of the campus building. Interspersed
       throughout the courtyard are sculpted shrubs, providing some
       visual inspiration for the students. Along the right length of
       the courtyard are two smaller doors.
       The southernmost door opens out into the wind and percussion
       room, where musicians are taught the finer arts of these musical
       schools. The northern room leads into the string and brass
       section, where the other two schools are taught. On the western
       side of the courtyard are two further doors, the southernmost of
       which leads to the oratory, where ballads, storytelling and
       historical sagas can be practiced. The northwestern room off the
       courtyard leads into the library, which contains the many sagas
       and legends of the history of Ansalon, to inspire and inform the
       students of the college.
       From the northern end of the courtyard, two doors lead into a
       performance hall, used for all kinds of presentations, as well
       as evaluations of initiates coming to seek an apprenticeship
       with the college. The rear of the performance hall leads to a
       small dressing room, decked out with all manner of costumes and
       a small number of props. From the east and west corners, a small
       spiral staircase leads into the basement of the campus.
       The Basement
       The basement is broken into three distinct areas. The western
       section is set apart for the guest rooms, which are basic and
       have their own amenities. In the central section are the
       servants’ quarters, while to the east of that lie two large
       storerooms for many of the instruments, props, and costumes used
       by the students and teachers. In the eastern part of the
       basement lies the banquet hall. Separated off from the banquet
       hall are the kitchens and larder, and the extensive wine cellar,
       which houses all manner of wines from across Ansalon.
       The Second Floor
       As with the basement, the upper floor of the collegiate building
       is separated into three sections. The marble staircase runs to
       the east and west into the student quarters, and also combines
       northwards to lead to the grand hall. Leading off the western
       staircase are the quarters of the teachers and master bards,
       which are all lavishly decorated apartments for the prominent
       bards recognized for their talents and ability to teach in such
       an exclusive school. In stark contrast, the opposite quarters to
       the east are reserved for the apprentice bards, and are
       relatively plain apartments, which have basic amenities.
       The bluestone surroundings ensure that all rooms are well
       soundproofed and allow for students to play instruments, sing
       and practice in their rooms without disturbing others. The
       central northern part of the upper floor is reserved for the
       grand hall. This large hall is reserved for performances for
       respected guests and patrons of the college, or for banquets of
       honor for such guests. It is also where successful apprentices
       are promoted beyond their rank for completing their time with
       the college. Leading off the northwestern corner of the grand
       hall is a small door that leads to the private quarters of the
       college headmaster-in-residence. The quarters are filled with
       exotic instruments and the headmaster’s private belongings.
       These rooms are the most richly decorated in the entire college,
       as befits the headmaster’s status.
       College Hierarchy
       There is no real hierarchy among bards, as there is no one
       recognized order beyond a bard and their apprentice. However, as
       a formal institution, the Bardic College of Ergoth does have a
       minor hierarchy within its ranks. The headmaster governs and
       makes all decisions on behalf of the college. The three master
       bards also serve as advisors to the headmaster.
       -Initiates: Any would-be bard seeking to enter the college who
       has not been formally accepted as an apprentice. The college
       bards also consider any known practicing bard who has never been
       trained at a recognized college to be little more than an
       initiate.
       -Apprentice: A would-be bard who has passed the entrance exam
       and is accepted by the teachers to study under them at the
       college. The entrance exam consists of a single audition before
       the three master bards, where they judge whether an initiate has
       enough talent to be taken on for a bardic apprenticeship.
       -Journeyman: A bard who has successfully passed the Bardic
       College course.
       -Master Bard: One of the three teachers of the Bardic College.
       To hold the rank of master, these bards must have mastered
       several instruments in each musical school, as well as being
       able to recite several hundred historical sagas and ballads.
       Bards can only gain the rank of master bard after being
       recognized by the college headmaster.
       -Headmaster: The leader of the Bardic College of Ergoth. The
       previous headmaster normally promotes the headmaster from the
       role of master bard. However, in some rare cases (such as
       Quevalin Soth), master bards are selected from outside
       *****************************************************