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The Hypertext d20 SRDTM

The ultimate d20 System reference

Great Kingdom

General Overview: 

Any history of the Great Kingdom must include the legend of The Malachite Throne and the wicked Overking who ruled from it. The expanded history highlights the founding of this nation on the eastern side of Oerth.

 

Territories

Cities

Cities cont.

Barony of Ratik

Atirr

Mentrey

Bone March

Bellport

Ountsy 

North Province

Chathold 

Pontylver

Prelacy of Almour

Delaru

Rel Astra

Sea Barons

Eastfair

Rinloru

See of Medegia

Edge Field

Rouxes

South Province

Jalpa

Torrich

 

Kaport Bay

Winetha

 

Geographical Features

 

Oceans and Seas

Forests

Rivers

Mountains and Hills

Aerdi Sea

Adri Forest

Flannil River

Blemu Hills

Relmor Bay

Grandwood Forest

Greyflood River

Flinty Hills

Sea of Gernat

Loftwood

Harp River

Glorioles

Solnor Ocean

Timberway Forest

Imeda River

Gull Cliffs

Spindrift Sound

 

Mikar River

Headlands

 

 

Trask River

Hestmark Highlands

 

 

Teaser Torrent

Hollow Highlands

 

 

 

Lone Heath

 

GREAT KINGDOM, THE (Kingdom of Aerdy)

His Celestial Transcendency, the Overking of Aerdy; Grand Prince of the North; Archduke of Ahlissa, Idee, and Sunndi; Suzerain of Medegia; Commander of the Bone March; Lord of the Sea Barons; Protector of Almor and Onnwal, Hetman of all the Aerdi; etc. (Cleric/Magic-user, 16th/12th level)

Capital: Rauxes (pop. 41,000 +)

Population: 5,000,000 (includes N. and S. Province and Medegia)

Derni-humans: Some (scattered on fringes of kingdom)

Humanoids: Some (mixture
Resources: foodstuffs, cloth, copper, silver, gold, gems (IV)

General: Once the most powerful force for order and good on Oerth, the Aerdians have declined over the last century to an unspeakable state of decadency. After a millenium of leadership, its rulers and nobles turned to evil and irrationality. Its last monarch, Ivid V of the royal house of Naelax, was reported to be quite mad, but crafty and deviously capable nonetheless. His writ extended to the Royal Demesne surrounding the capital, the Grandwood, and hindered only by threat and persuasion of the Peers whose fiefs comprise the balance of the realm. The Overking's Companion Guard consists of 10 select companies of various arms (heavy, medium, and light cavalry, crossbow-men, archers, and five companies of pole armed footmen and one company of bone devils).

 

Noble contingents allow the Overking to field an army numbering over 15,000 troops in a relatively short time, and if necessary, a force of four or five times size can be called up. Both the North and South Provinces are under the suzerainty of Aerdi royal houses and are ruled almost as independent states. The troubles in the Bone March have caused the Herzog of the North to fall into line, as the difficulties with the Iron League brought his southern counterpart into closer co-operation with the Malachite Throne. (See NORTH PROVINCE, SOUTH PROVINCE, also SEE OF MEDEGIA.) The Sea Barons (q.v.) pay a token tribute to the Overking and conduct their piratical operations under letters of marque bearing the Overking's Seal.

History

When the Invoked Devastation came upon the Baklunish, their own magi brought down the Rain of Colorless Fire in a last terrible curse, and this so affected the Suloise Empire as to cause it to become the Sea of Dust. Meanwhile, sufficient numbers of the Baklunish fled to the area surrounding the Aerdi Sea and settled the rich fields west of the sea and east of the Nyr Dyv. This was still a troubled time. Stories tell of great calamities, the most famous of which is the Great Flood in which Uptananishiptim built a great boat upon which he, several families, and even animals, tried to survive the floods. The story tells that Uptananishiptim burnt his own special blend of woods and spices in an offering to the old gods that at this time were only rumored to exist. Supposedly, the Gods so loved the smell of the burning offering that they swirled around in the smoke and blessed the boat so it and its occupants would survive. Uptananishiptim was said to have been rewarded with immortality and was given a home at the mouth of all rivers. The offering that he used is now a part of daily religious rituals and is known as incense. This is one of the earliest religious stories and perhaps marks the beginning of the re-worship of the old gods forgotten by the Balcuni-Suloise Empire of the Age of Legends before the Invoked Devastation.

 

The area the humans were attempting to live in was beset with humanoids such as orcs, trolls, and giants as well as an elvish empire. It took several generations for the humans to create a safehaven but once the humans established the Rangers, their influence spread drastically. With the Ranger armies, the humans began to drive back the humanoids and establish small fiefdoms and kingdoms. Many of the names of these entities are lost and forgotten. It is known however, that at about the same time as the rangers were founded, the man who is now revered as St. Cuspa, drew the first circle of protection known to be granted by the gods in this modern era and, thus, is listed in the annals as the first cleric. St. Cuspa drew this circle in defense of a number of children and the gods answered his prayer and so began the committed rediscovery of the Aerdian gods and a renewal of the Compact and establishment of a body of religious doctrine. With the help of these new clerics and the help of the rangers, the humans prospered and conquered large stretches of land from the humanoids and then finally the elves until all other races were driven back into the mountains, forests, and as far north as the bandit kingdoms.

 

The human fiefdoms had many conflicts over resources, ideology, religion, and political boundaries. These wars continued between the humans until one of these tribes, based at the Aerdi Sea and calling themselves the Kingdom of Aerdy began a series of conquests. Fully over four hundred years after the Invoked Devastation and their migration here, and after several decades of increasing growth, power, and prestige, the Aerdy embarked upon a final series of conquests, the greatest of which was the defeat of the Nyrondian cavalry squadrons at the Battle of a Fortnight's Length. Thereafter, Aerdy was known as the Great Aerdian Empire, whose monarch held sway from the Sunndi swamplands in the south, westward to the Nyr Dyv, and from thence northwards through the Shield Lands and beyond the Tenh. The day of the crowning of the first Overking of All Lands, in Rouxes, marked the first day of Common Year One (common years are the current calendar in use). The first Overking was Hamurabi and he is said to have put the first written laws down into stone. The quill of Hamurabi is said to have been of the set that the gods used to write on the Tablets of Destiny and thus the laws he wrote down were supernatural and all under his reign had to comply. The writ of the Qyerking of Imperial Aerdi, within 15 years, extended to Furyondy and Voll (now Veluna), across the northern prairies as far as Perrenland. For three centuries, the Aerdy held a vast empire which fluctuated in extent but little. Only until after the third Celestial House (dynasty) came to power, when the borders began to close in upon the original territory of the Aerdi, did this great empire see a loss in prosperity.

 

Mixed Oerid-Baklunish nomad bands had gradually moved into and laid claim to the steppe lands beyond the Yatil range, pushing eastwards as far as the Griff Mountains. Border skirmishing with the southern nations went on as these wild horsemen pushed into the Flanaess. The Empire maintains that the civilized states could have stopped the eastward progress of these nomads had they not been busy fighting with the Aerdi for their independence. (Modern Nyrundic nations maintain that the Overking and the Empire would not commit sufficient resources to defend the border states and believe this precipitated the move towards independance) This border skirmishing created a number of stresses and strains.

 

It was at this time that Enmerkar emerged from the City of Rel Mord. His desire was to break away from the Overking and the Nation and form his own state. Not politically powerful enough by himself, he was forced to recruit other figures with influence. Thus, he turned to unhappy figures within the Aerdian Church and other powerful nobles. An excuse was crafted on religious grounds with complaints accusing the Overking of selling redemptions (entrance into heaven) and other religious indiscretions for personal gain. The split also involved a general accusation of a misinterpretation of the original religious texts. The disgruntled maintained that the Overking and his church misinterpreted many of the roles, goals, and importance of various gods. It is of little surprise that the reinterpretation of the importance of various gods correlates to those of the clergy that came over in support of Enmerkar. Many came from less popular sub-faiths (correlating to smaller cities in the Aerdy Nation) while some came from subordinate positions in the more popular faiths. These clerics supported the split and destabilized the Aerdian center enough to give Enmerkar the edge in the succession. The House of Rax, the ruling Aerdi dynasty, weakened by the warfare in the rebellious provinces and destabilized by the religious turmoil, was powerless to prevent the move. The Aerdian church responded by burning heretics at the stake and a religious bloodbath ensued against any who voiced concern over previous indiscretions of the church. Determined to bring the rebels to their knees, the House of Rax gathered large armies to suppress the newly independent kingdom, when a coalition of Fruztii, Schnai, and mercenary barbarians mounted a major foray into the Aerdian North Province. The Overking swung his massed army northeast, and soon the invaders were crushed, but the cost in men and materiel was high, and the end of the campaigning season arrived before any further action could be taken. Nyrond marshalled its men and grew in strength, so that the following year saw only skirmishes and feints, and Nyrond was effectively a separate and distinct state, violently hostile to Its eastern neighbor, and ready to aid any of its foes. Enmerkar had needed the clergy but did not rely wholly on them. In order to garner and maintain the support from nobles, a compromise was formed such that within the new nation, there would be a separation of church and state.

 

A great number of wars were fought over the independence of Nyrond and it remains a bitter memory. Many of the treasonous clerics stole religious artifacts and relics and looted temples throughout central Aerdia before they left and the Great Aerdian Empire, thereafter known as the Great Kingdom, has never forgotten that.

 

Perranders, Veluntans, Furyondians, and Tenhs followed suit immediately. They established independent status one after the other in a series of minor but bloody wars. Nearly all used the Nyrundian religious strategy as a basis for secession.

 

Fearful of the Great Kingdom's wrath, Nyrond and all of the states bordering the Great Kingdom joined in a pact to suppress trade and keep the Great Kingdom weak. This pact with the Free City of Irongate, the Szek of Onnwal, and the Lord of the Isles certainly gave the League a stronger bargaining position. It assured its status by enabling the confederation to negotiate a treaty of mutual protection between League states and the Kingdom of Nyrond. The Iron League met its goal and curbed trade into the Great Kingdom to a great degree. The days of prosperity for the Great Kingdom were over and hard times were just beginning.

 

It was at this time that the evil began to grow within the rulers of the Great Kingdom. The House of Rax became mean and crushed dissenters within the realm. The royal court itself became decadent. What few items of prosperity made their way into the Great Kingdom went directly to the court and the Overking himself. The last heir of the House of Rax fell to assassination during the Turmoil Between Crowns. When the demon-serving House of Naelax ascended to the Malachite Throne, the whole of the South Province refused to swear loyalty, and they attempted to join the Iron League. A bloody war over seccession was fought and the new Overking employed not only the traditional armies of impressed orcs but also companies of demons as well. The rebellion was immediately eliminated in a bloodbath of imense proportions—with many of the Overking's personal enemies in the South Province and elsewhere falling. The Herzog of the South Province was given to the demon lords for eternal torture and that sentence became the benchmark punishment for treason.

 

Consensus of opinion holds that all of the Overkings who have ruled from the Malachite Throne since circa 450 CY (the fine of the House of Naelax) are insane or demon-ridden or both. The Great Kingdom reveled in debauchery. Tribes of vicious humanoids have banded together and rule whole areas in the Bone March and the Barony of Ratik for the Overking.
 

NORTH PROVINCE (The)

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

Capital: Eastfair (pop. 29, 100)

Population: 750,000

Demi-humans: Few

Resources: foodstuffs, cloth, electrum

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

SOUTH PROVINCE (The)

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

Capital: Zelradton (7,000+)

Population: 400,000

Demi-humans: Doubtful

Humanoids: Few

Resources: foodstuffs, silver

 

Just Before the Dark Times:

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

ALMOR, PRELACY OF

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

Capital: Chathold (pop. 4,789)

Population: 150,000+

Demi-humans: Few

Humanoids: Few

Resources: foodstuffs, cloth, copper

Originally a clerical fief of Aerdy it struggled as the Great Kingdom became weak and decadent. The various petty nobles and the Lord Mayor of the town of Jalpa swear allegiance to the reigning prelate—usually a high priest. The state is only loosely organized, but it has a strong spirit of freedom and justice based upon religious precepts. The peoples are mainly farmers and herdsmen and fisherfolk. In the far north there are some foresters. Militia contingents bear crossbow, spear or polearm (fauchard or glaive most commonly), or longbow or battleaxe (northern contingent). Standing forces number around 5,000 total horse and foot, plus the nobility and gentry. The Prelacy is strongly supported by The Great Kingdom as a buffer between the realm of Nyrond and that of the Overking, many coin is paid to support the standing army of Almor based in the City of Inanna in Chathold.
 

RATIK, BARONY OF

His Valorous Prominence, the Lord Baron of Ratik (Ranger, 13th level)

Capital: Marner (pop. 3,240)

Population: 30,000

Demi-humans: Mountain Dwarves (8,000+), Gnomes (3,000+)

Humanoids: Many

Resources: shipbuilding supplies, furs, gold, gems (IV)

When the Bone March was created by the Overking, a further outpost was desired, and the Aerdi banners pushed northwards as far as the Timberway. A military commander was appointed to see to the establishment of a secure territory and lumbering was gotten underway, as the great pines of the area were highly desirable in shipbuilding. The active commander soon sent such a stream of riches southwards (he was a just man, friendly with the Dwerfolk, and an able tactician too) - accompanying them with detailed reports of successful actions against the last of the Frost Barbarians in the area - that the Overking took notice. After a raiding fleet was roundly beaten, the Overking elevated this general to the nobility, creating him Baron Ratik. Thereafter a succession of his descendants have ruled the fief, bravely combatting raiders so as to gain their respect and even friendship from some, while humans and demi-humans alike prospered. When the hordes of humanoids began attacking, Ratik had had ample warning from the dwarves dwelling in the mountains. Companies of men and gnomes hurried west to aid their countrymen against the invaders, while couriers were sent south (and north) to alert the people there. Resistance was so fierce that the area was bypassed, and the attackers fell instead upon the Bone March. The isolated barony has since been ruled as a fief palatine. The Baron's forces are able to defend Ratik, but they are not strong enough to dislodge the humanoids from the mountains of the plain to the south. The baronial levies consist of schiltrons of spearmen and a small force of light cavalry. Large dwarven contingents are available in time of need, as are several companies of sturdy gnomes, A force of men-at-arms, crossbowmen, and mounted sergeants comprises the regular army of Ratik, with bow armed woodsmen patrolling the north and sling- equipped hillrunners watching the southern borders.
 

SEA BARONS

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

Capital: Asperdi (pop. 7,100)

Population: 40,000+

Demi-humans: Few

Humanoids: Few

Resources: None outstanding

The Aerdi power spread to the islands off the shores of the Gull cliffs, where the newcomers mixed with Flannae. The Overking eventually appointed certain nobles to baronial island fiefs, four in all, instructing them to build squadrons of ships and compete, for whichever of their number excelled in warfare at sea would be appointed over all as supreme baron and admiral as well. Baron Asperdi won the post, and to this day the High Admiral of the Great Kingdom is the hereditary Baron of that place. The four barons are virtually independent today, but still swear fealty to the Overking and serve loyally if not with great enthusiasm. Their squadrons protect the coasts from Bellport to Pontylver, driving off the northern barbarian seawolves, protecting the coastal sealanes, and fight with the ships of the Duxchan Lord whether piratical or otherwise.
 
 

MEDEGIA, SEE OF

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

Capital: Rel Astra (pop. 39,800 +)

Population: 200,000

Demi-humans: Sylvan Elves (see GRANDWOOD FOREST)

Humanoids: Some

Resources: foodstuffs, cloth

Holy Censor was originally the chief cleric of the Great Kingdom. Clerical

holdings were granted from Rel Astra to Pontylver south of the Mikar and Flanmi Rivers, including a portion of the Imperial Preserve (Grandwood Forest). This fief became so strong as to be virtually independent when the Malachite Throne went into decline. The Holy Censor still remains one of the chief advisors of the Overking, however, and he reigns oppressively over peasant masses with full approval from Rauxes. The clerics and nobles of the See have grown exceed ingly rich, and their mercenary forces harry the Olvenfolk in the Grandwood and loot across the Flanmi in the Glorioles and Hestmark Highlands where the Cen sor has extended his holdings to these very foothills, contesting with dwarves and crown and fumish strong contingents to the royal army.
 
 

BONE MARCH

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

Capital: Spinecastle (pop. ~,30%,,

Population: 30,000 +/

Demi-humans: Few (beleaguered gnomes of the Flinty Hills)

Humanoids: Many (gnolls, ogres, orcs in numbers)

Resources: silver, gems (1, 11)

When the Kingdom of Aerdy became an empire, its leaders determined to crush the troublesome barbarians pushing down from the Thillonrian Peninsula and settling in the strip of land between the Rakers and Grendep Bay. Being indifferent sailors, the Aerdians opted to attack overland, and began to send strong parties northwards to drive the invaders from the north back to their homeland. After many sharp skirmishes, a large contingent of imperial troops was routed, and full-scale warfare began. The Fruztii tribes had retreated before the Aerdians, but sent out calls for their kin, and these doughty fighters poured down by land and sea for the prospect of battle and loot. Over 10,000 assembled and attacked the works under construction at Spinecasde. A relief force fought a pitched battle with these barbarians, and most of them were slain - along with several thousand imperial soldiers. The newly won fief was named for the remains of this struggle, the Battle of the Shamblefield, or Caldni Vir's Charge. In 1110560 CY hordes of humanoids (Euroz, Kell, Eiger, and others) began making forays into the Bone March, and these raids turned into a full scale invasion the next year. In 563 the land fell to these invaders, its lord was slain, and its army slain or enslaved. Humans in the area were likewise enslaved or killed, and the whole territory is now ruled by one or more of the humanoid chiefs. Exact information is not available. The humanoids gained access to the area by moving through the mountains, and they use them now to raid the Pale, Ratik and even Nyrond - although any movement through the Flinty Hills is at great peril due to the gnomes still holding out there. There is continual border warfare along the Teesar Torrent and in the Blemu Hills of Aerdy's North Province, although some say that the Overking would gladly make peace with the humanoids to the north and enlist them in his own armies.