- Details
- Category: Kragland
Kragland is the only one of the great human kingdoms to predate the Dragon War. It was fundamentally transformed by Chance, one of the members of the Triad. Chance was an unusual character, who had lived by his wits in the cities of Kragland. He was sometimes a bard, occasionally a courtier, often a con man, and always incredibly charming. Cog, the god of industry, saw this clever machine as the chosen voice to bring his message into the world.
Chance was born into a country that was ancient, backward, and stagnant. The origins of the royal family were lost in the mists of time, with myth and legend standing in for history. Countless, landowning noble houses all claimed various degrees of royal blood, and after centuries of intermarrying, forgery, and intrigue, the bloodlines were impossible to untangle. These landed classes were the only people with any rights or power, while everyone else survived in various states of servitude or serfdom.
Whenever a ruling High Prince died, the nobles would be set at each other's throats in a furious fight to claim the throne. Victory in arms was followed by a shuffling of the power structure according to family lines, many completely fabricated. This noble structure fought any form of progress or change, terrified that anything new or different might upset their place in the social order. Magic, technology, industry, and learning all fell steadily behind the rest of the world.
When the Dragon War came, High Prince Hubert the Bald sat upon the throne. To one side of the throne was a charismatic young man who had insinuated himself into the High Prince's confidence, seemingly from nowhere. Bright, clever, and creative in a world full of dull and dreary, Chance had taken advantage of every opportunity, and found himself a position in the court. To his horror, his incompetent but self-confident patron decided to lead a grand army against the draconic hordes personally. None of the members of the court, least of all Hubert, knew that Chance was the head of the cult of Cog that was bringing the wrath of the dragons down upon them, but Chance saw this as the will of his God, and also, he was bored.
Hubert gathered an enormous, well-equipped force, and marched them forth. He led his army from the front, and in his first engagement, called them to follow him in a glorious charge. Hubert was almost immediately slain, having been plucked from his saddle by a passing dragon and swallowed.
Never one to pass up an opportunity, Chance took up the High Prince's fallen scepter and led the army. As time went on, he proved an able commander, promoting by merit rather than politics. After the war, Chance returned home with a strong, well-organized, and loyal army of combat veterans. The nobles, meanwhile, had spent their strength in petty squabbles and civil wars in futile attempts to secure the throne. They were horrified at the return of the conquering hero, and could do nothing to stop him from claiming the throne for himself.
Chance did not want it. Instead, with a sword at the nobles' throats, he forced concessions: First, the creation of "Dumach" citizenship for non-landowners. There would no longer be serfs or slaves in Kragland. Landowners retained their ancient rights, with "Primach" citizenship. Second, the royal bloodline would continue to rule. The nation was used to this, and to overturn it would be to invite chaos. Third, a panel of Nominators, the heads of great noble families, would document who is eligible to serve as High Prince, and recommend the best candidates. There would be 19 Nominators, all Primachs. Fourth, the High Prince would be chosen by 200 Electors from those eligible. Those Electors would be from among the Dumach and the churches. Fifth, the High Prince was required to seek the advice of both the Nominators and the Electors before acting.
That system has been in place ever since, with several High Princes placed upon the throne bloodlessly.
Type: Landmass
Articles under Kragland
- Details
- Category: Kragland
Aldereed takes its name from the nearby White Wood, filled with alder, birch, poplar, aspen, and pines. The dark leaves against the white bark can be quite striking, especially in the early morning light before the mists clear. The wood is home to all manner of fey creatures, making the city's lumber industry somewhat hazardous.
The city is spread out along the Singing River. A small canal has been dug so that the city is completely surrounded, and the city is packed with small streams, waterfalls, pools, and fountains. The water is drawn from the river into tanks atop the buildings, mostly using pumps powered by countless small windmills. These are often carved into fanciful shapes, such as birds or shooting stars. In part this is for hygiene, in part for beauty and convenience, but mostly it is rooted in the belief that the fey will not cross running water.
The foundations of the city's buildings and countless small footbridges are made of honey colored stone, with the bulk of the structures built of beautifully stained wood. Figures and designs are painstakingly carved, stained, and painted into the structures.
A huge number of logs get floated down river to Whitebridge. Mills in Aldereed also turn much of the wood into lumber, and artisans turn wood into products ranging from machine parts to sculpture. The various scraps and waste are used for a huge paper industry, which supplies most of the known world. The alder trees for which the city was named are found everywhere.
Aldereed is overseen by a Viceroy, who was appointed at the pleasure of the High Prince. The position typically goes to a political ally as a reward for their support. His residence is called the Hall of Light. It is a palace of honey colored stone, with an enormous, three-story hall that runs the building's entire length. The ceiling is a peak fitted with panels of thin soapstone, which allows in a flood of golden sunlight. At night light is instead provided by magical globes around the roof's inside perimeter, which shines out and can be seen for miles.
The building is shaped like an H with the hall running across, residential and private rooms at one end, and government offices in the opposite wing. The current Viceroy, Henry the Elder, is a laissez-faire ruler content to do very little unless his intervention is absolutely required.
Everyone in Aldereed, noble and commoner alike, is obsessed with falconry. High prices are paid for prized birds that have been caught or bred. Various competitions and exhibitions are held on an almost weekly basis. Generations of breeding have produced unusual variations, including stripes, spots, crests, plumes, and ruffs of varied colors.
Clothing in Aldereed tends to be simple but sturdy. Simple geometric patterns such as squares and triangles are favored. Men wear a sash around their waist, with one end left trailing down to ankle-length. Short pants are paired with wraps below the knee and tough boots. Women wear a tabard, tied with short cords on either side of the waist. These are embroidered with abstract depictions of animals, trees, or tools, and are descended from the aprons worn in their homes.
Both beer and bread in Aldereed are made without the addition of yeast, being allowed to ferment on their own through exposure to the air. Both are often flavored with fruit peels and spices. The result is a sour and complex flavor that is an acquired taste. They are often served with fruit preserves and soft cheeses throughout the meal.
Burrowmen are treated very well in Aldereed. Rather than living apart, they typically board among the humans that hold their contracts in rambling houses. The halflings prefer the basements and gardens, and are considered a part of the family. These Burrowmen are responsible for regularly renewing various charms and wards designed to protect the household, as well as providing household members with protective amulets.
Most of these supposed abjurations have no real magical power, but the Aldereedans take them very seriously. One unique form of amulet is the fey hex. These consist of a hollow wooden frame in the shape of a circle, square, or hexagon. Inside, Burrowmen weave intricate patterns using fine thread and tiny beads made of stone, shell, or glass. The result is a colorful and complex image that can be hung from home or belt as a ward against harm. Though collectors happily pay high prices for fey hexes, selling them is taboo in the city.
Some Primach in Aldereed own land in and around the city itself, as in the rest of Kragland, and focus on farming or commerce. Most, however, own logging or foraging rights to a portion of the White Wood.
Type: City
Parent: Kragland
- Details
- Category: Kragland
The stubbornly rural and decentralized nature of Kragland prior to the Dragon War meant that there were no proper cities. Tying the vast bulk of people to the land stopped migration to any real population center. Any noble who wrested the crown from his competitors was loath to leave his power base, and so the kingdom never really had a proper capital. This changed when Chance founded the capital city of Dragonstail, where the seats of the Electors would be located, and which must be the home of, and under nominal control of, the High Prince.
Officially, the city was named for its location in the Dragonstail mountains. Those who knew Chance, however, said that he meant it as an intentional taunt to the great wyrms: that he had "tweaked the dragons by their tails." Creating this lordcity from scratch allowed an opportunity to plan and to organize it like nothing the world had ever seen before, and the results are unique.
Dragonstail sits at the base of a tall, sheer cliff. The natural rock face has been carefully cut and polished to be absolutely vertical and as smooth as glass. At its base is the High Prince's Palace. Chance worked with the most brilliant builders from around the world to design it. The palace is shaped like a series of drums topped with rounded domes, meant to be reminiscent of the simple huts occupied by so much of the population. The central dome is enormous; more than 140 feet across. Under it is the audience chamber, where the High Prince sits in state. This great dome is supported by steel ribs, but these cannot be seen. Above and below, it is covered with bronze sheets.
The great dome seen from above is shining gold. Legend says that it is solid gold, made from treasures stolen from the dragons. This legend has led to the dome, and the whole of the palace, being called the Dragon's Egg. In fact, the bronze sheets atop the dome have been covered in an impossibly thin layer of gold through some mysterious process. The bronze sheets beneath have been painted with a mural depicting the Dragon War, breathtaking in its scope and detail.
The great dome is surrounded by six lesser domes, each of which is in turn surrounded by six small domes. The entire structure is built of a plain red-brown stone, but nowhere is this visible. The lower portions are painted a pure white, and each dome is painted in a different pattern of bright colors. Many of the most wealthy merchant houses, and all of the Nominators, have painted a dome in their family's crest. The High Prince paints the six lesser domes as suits his fancy, and all have been spirally striped for many years now.
The palace itself is filled with many wonders, such as music that nobody plays, moving statues, and doors that open themselves. More extraordinary is that all of this is accomplished without magic, instead using forces such as heated air, water pressure, and counterweights.
In front of the palace is the Prince's Square, a large, open space. In the center is a fountain, shaped like several dragons in flight. These figures slowly twist and turn around the center, moved by the pressure of water flowing from a spring in the mountains above. The city extends out from the cliffside, neatly organized in a square grid. Ten grand avenues run the length of the city, each named for draconic metal. The palace is precisely in the center, between gold and iron avenues. Numbered streets cross the avenues at right angles, numbered sequentially starting from the palace gate. These enormous, rectangular blocks are where the grid system gives way to more typical streets and alleyways as needed.
Dragonstail is carefully divided into districts and zones, which are rigidly enforced. The government, residential, commercial, public, and industrial districts are separated, for the good of everyone. However, since the area allocated for the city all the way to 120th street is much larger than its current population requires, large areas remain empty and undeveloped. This has allowed slums and shantytowns to spring up in unoccupied areas.
The Government District runs from the palace all the way to 20th St., where the House of Electors is located. This building is circular and six stories tall, with each consecutive floor slightly smaller than the one below it. This unusual appearance is earned at the nickname The Rings. The interior is the opposite, with a small floor for speakers surrounded by level after level of ever-widening balconies.
Under the city, a warren of tunnels, drains, and sewers runs. These both drain the streets and allow maintenance crews to move easily about unseen. It also provides quick travel for the city's large and active thieves guild. The high prince tolerates and even protects the thieves, in return for acertain standard of behavior within the city walls. The King of Rats is the head of the thieves guild, and responsible to the high prince for its members conduct. The king of rats holds court in the Warrens; a particularly twisting collection of tunnels deep below the city the connective points with natural caverns in the rock.
As long as residents follow the city's plan, districts, and standards, they may build where and how they like. The city has buildings of all shapes and sizes, made for a wide variety of materials. Still, thanks to the grid system, the metropolis remains easy to navigate even for visitors.
On the corner of Bronze Avenue and 20th St. sits the Grand Temple of Cog. This bizarre structure takes the form of cubes and boxes of various sizes, stacked and piled, joined and intersecting. Each is faced in sheets of hammered bronze. A closer look shows that these sheets are engraved with scenes of artisans and engineers at work, and artists are constantly adding to the scenes.
The temple occupies one entire, enormous block, stacked high into the sky and extending deep underground as well. It contains the usual facilities for worship and for the housing of religious orders. In addition, it hosts countless classrooms, laboratories, workshops, forges, foundries, stock rooms, lecture halls, and other resources for the development of industry. Clerics of Cog are available for consultation to anyone, from the High Prince to a common blacksmith, in exchange for a nominal donation. They offer testing of potential apprentices, as well as a basic education and training in many trades.
At Gold Avenue and 50th St. are located the Rails. Where most capital cities have extensive docks for travel and commerce, Dragonstail is landlocked. To ameliorate this problem, two huge rails of steel and bronze, supported by stone foundations, were run to the port city of Westgate, miles away. Upon each rail sits a series of bronze carriages, linked to each other. Some are open to carry cargo, while others hold passengers. These linked carriages have large, hollow, brass wings on each side, which contain a trapped air elemental. By changing the orientation of the wings, as well as opening or closing a series of valves, the engineer can change the direction and speed of travel. The Rails run between the cities multiple times each day, with one set of carriages traveling in each direction. Merchants and passengers pay to use the service, with fees used to maintain the system. Any surplus goes to the treasury of the High Prince.
The current High Prince is Charles the Quiet. Charles gained the throne largely through being nobody's first choice, giving no Nominators quite what they wanted. He is actually distant relative of King Darius of Wallen, but shows no particular fondness for his cousin. Elected as a young man, Charles has begun to chafe more and more under the expectation that he would be a placeholder prince that would do very little and cause no trouble. He recently shocked everyone by granting a city charter to the former town of Favor Haven, in clear defiance of both Nominators and Electors.
The main offices of High Prince University are located on Silver Avenue and 5th Street, but there isn't much of a campus. Instead, students are rotated through a series of apprenticeships with various master mages in the city, where they labor in exchange for knowledge, room, and board. A strong focus is placed on the School of Artifice, for while Kraglanders have no problem with magic, it must support industry and progress. Conjuration and Transmutation are also popular. The school token is a spiral.
Type: Capital
Parent: Kragland
- Details
- Category: Kragland
Favor Haven is a bit of an anomaly. Chance founded Dragonstail the middle of nowhere, and the other Kraglander cities were brand-new as well, meant to bring together scattered settlements full of squabbling nobles. Favor Haven, though, has been a bustling little village for centuries.
Bounded by the Black Hills to the north and the Blackwood to the south, the newly made city has the potential to access vast resources. Its near neighbor of the ladies also makes potential trade with the dwarves a possibility. It is primarily for these reasons, it is believed, that the High Prince made Favor Haven a city and appointed his uncle, Charles the Dark, its Viceroy.
There are problems, however. Despite its cheerful name, the city is plagued by undead roaming the hills and fields nearby. Vampires, in particular, are unusually common. Lycanthropes of all kinds occupy the Blackwood, and walk unknown among the citizenry. Add to this a few verified occasions where doppelgangers replaced high-ranking citizens, and the Haveners are a paranoid and superstitious bunch.
Haveners favor drab, shapeless clothing in black or gray to avoid drawing attention. Women and men alike cover as much skin as possible, leaving little for evil creatures to bite or scratch. Women even veil their eyes with gauzy cloth to ward off the evil eye, and men keep huge, messy beards to cover their necks.
Burrowmen are treated as little better than property here. They are forced to live in shantytowns outside of the village proper, and considered good only for hard and distasteful work. This includes the building of the new Viceroy's residence, a squat and ugly fortress of gray and black stone. The complex is honeycombed with passages, tunnels, blind alleys, and hidey holes, the better to protect Charles the Dark from his enemies. Many halflings have lost their lives in its construction, and rumors say that they were murdered to keep secrets of the palace that they had built. There were even darker whisperings, like the use of halfling blood in the building's mortar.
The populace is famous for its soups and stews, and every home has its kettle always on. The base is usually one or more root vegetables, many grown in colors not found elsewhere. These are invariably served with dark, sweet bread containing dried, chopped fruits, vegetables, or nuts.
Root vegetables and scraps are fermented and then distilled into a strong, clear, flavorless alcohol which is steeped in herbs and flowers. The resulting liquor is called Guto, and each household makes their own. Men carry a supply at all times in a hip flask called a Gutalo, and use the liquid to ward off evil, ill luck, and sickness. While it can be sprinkled for the purpose, the usual method is to drink a small nip. Sips are also taken by men and women throughout a meal during frequent toasts and blessings.
Every Favor Haven Festival includes a bonfire, and folk add bundles of plants and metals that burn with bright colors. Music favors a combination of wind instruments with bells and chimes, and frequently changes tempo. This makes dancing a challenge. To help, most dances are group affairs, with each person in the crowd helping the others to keep up. These events often feature demonstrations with the whip, a weapon with which the locals are famously skilled.
Thieves and rogues of all kinds are treated poorly here, and masks are against the law. These are all seen as symbols of Leto, goddess of undead, an unwelcome presence to people wary of vampires.
Type: City
Parent: Kragland
- Details
- Category: Kragland
Westgate is an ancient settlement, which only recently became a city. It lies in the middle of Serpent's Pass, the only overland route between the different parts of the continent. Commerce between dwarves and humans must pass through this area, and so communities would spring up along the route to take piece of the action. After the Dragon War, High Prince Reginald the Dark consolidated these settlements into one port city, and made the collection of tolls and fees by others along the route a crime.
Unlike the lordcity, Westgate is dark, crowded, and tangled. Its docks are huge and sprawling, with banks of catapults and ballistae to defend against pirates and raiders. Enormous warehouses hold goods traded by humans, dwarves, elves, orcs, and even goblins. Nearby is the Blocks, a huge paved square scattered with granite cubes on which merchants stand to auction goods of every imaginable description.
In the center stands a tall, black granite spire. Its center is hollow and its surface is pockmarked with openings, which gnomes dutifully fill with slates showing current prices for various goods and services. This spire, called the Gauge, is also sometimes used to announce important news and proclamations.
Nearby is the Gold District, occupied by moneylenders, moneychangers, insurance sellers, and other financial services. With the fall of the gnomish nation, these merchants are becoming the heart of the continent's economic service sector.
Right through the center of this area runs the High Prince's Way, an enormous, paved road that traverses the length of the Serpents Pass. Trade caravans often meet merchant ships here to do business and make a profit.
All of this is overseen by the Viceroy, who rules in the High Prince's name. The position is appointed at the pleasure of the High Prince, and usually promised to a contender for the throne by another candidate in exchange for stepping aside. It offers the opportunity for impressive wealth, but since the lordcity's economy depends on Westgate it is watched closely. The current Viceroy is William the Fair, an honest if pragmatic overseer.
The Viceroy occupies a palace known as the Rookery. The name comes in part from the building's imposing black granite construction, and partly from the flocks of ravens that constantly surround it. By law these birds are the property of the Viceroy, and they are absolutely everywhere. Legend says that the Viceroy uses them to watch and listen to the citizenry.
The unique geography of Westgate means that it is beset by constant fogs and mists, especially at night and early morning. It also sees frequent rain and storms, and sits in the shadow of the looming Dragonstail mountains. Combined with buildings largely made from local black granite, the city is dark, cold, gray, wet, and miserable. The recent growth of industry combined with the lack of proper planning or sanitation mean that smoke and filth are endemic, and illness is common, especially among the poor. Alcoholism and overcrowding are everywhere the city.
Westgate is well known for an unusual drink called Noto. It is made from beans grown in Orcish islands, and it is black and bitter. It is usually served hot with honey, cinnamon, and goat's milk. They also make pastries called Posole, which can be filled with meat, vegetables, eggs, fruit, or any combination. These are small and can be purchased everywhere. The doughs are often colored yellow, red, green, or even black, and sometimes have intricate patterns pressed into them. Upscale versions have exotic herbs and spices in the crust and filling, while cheap Posole are rumored to be filled with rats or worse.
Dogs are held in high regard and Westgate, and every family owns at least one. The larger the animal the better, and some Westgate bred dogs can look a hobgoblin in the eye while on their hind legs. The preference is for dogs that are either spotted or black, and completely dark, large specimens can bring surprisingly high prices. They are called Gravul.
The dress of Westgate natives is strange to outsiders. Given the odd and variable climate, residents favor many thin layers that can be added, dropped, moved, tied, rolled, or detached as temperatures change. To make matching and mixing easier, muted colors are preferred, which adds to the area's dreary reputation. Both men and women constantly keep their heads covered, which is believed to ward off sickness. Men favor enormous beards, and both sexes keep their hair very long, though men often tuck it under their hat. High, laced boots are worn year-round, though made of lighter materials in warmer weather.
Westgate music strongly favors wind instruments. While undeniably beautiful, much of it has a haunting, melancholy quality. In a similar vein, their poetry, songs, and stories tend to focus on pain inflicted and hardships endured, rather than on heroic deeds. That said, Westgaters can drink and dance with the best of them, and throw themselves into their festivals and celebrations with wild abandon. The drink choice is neither ale nor wine, but spiced liquors consumed either straight or mixed with a sour fruit juice.
All Westgate residents age 13 and older and in good health are part of the Princes Militia. Members of the militia may be called up for anything from a pirate raid to all-out war. Primach (land-owning) citizens are exempt, while Dumach citizens may either hire mercenary substitutes or pay a fee in place of service. These fees help to build and maintain the city's defenses.
The most commonly hired substitutes by far are Burrowmen, and they form the bulk of the militia as a result. These halflings find the service a good way to earn both coin and respect from the citizens. Their contract is held by the Warrant Officer, typically a volunteer hoping to earn Dumach citizenship. These halflings are fierce fighters, and particularly adept with missiles. Their uniforms are covered with pockets holding sling bullets and throwing knives. They typically wear a specialized crossbow strapped to one forearm, which folds for convenience and springs out of the touch of a switch for combat. Clever quivers built into each leg of the uniform keeps plenty of bolts at the ready. A hail of these weapons from the cliffs above can be devastating to raiders, as the nimble Burrowmen leap from crag to crack.
Burrowmen also account for more than half of Westgate's Rogue's Guild. The organization includes thieves, acrobats, assassins, bards, spies, street performers, and other shady characters. All are overseen by the Old Crow, who is not only a halfling, but actually a member of the Viceroy's Court. The Rogue's Guild includes the Storm Cloud, an elite force of halfling thieves and bards mounted on gravul as black as pitch. Combining power with stealth, the Storm Cloud are a terrifying weapon of war and espionage.
Under the Old Crow are the nine Grackles, each of which is responsible for a portion of the city. The Grackles speak, or vouch, for the rogues under them, each of which speaks for their own underlings, and so on. If a rogue commits an offense, such as not paying their share, whoever spoke for them is also held responsible, and so on up the chain. Ultimately, then, the Old Crow is accountable for the entire guild. To join, a new applicant must find a member to speak for them.
All members of the Rogue's Guild have a tattoo of a black feather somewhere on their body. For spies and assassins, this is obviously much harder to find.
Type: City
Parent: Kragland