DIR Return Create A Forum - Home
---------------------------------------------------------
The Damn Forum mkIII
HTML https://thedamnforum.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: Empire of Ergoth
*****************************************************
#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considered nothing but a collection of outdated tomes and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
*****************************************************