Kingdoms Information
Unless noted national bonuses replace skill or combat bonuses from special training.
Advigilo
Monarchy: ruled by Abrewn Blackfield and a small circle of Barons
Alignment: Neutral
Excessively wealthy as a result of its exclusive access to Raven’s Pass,
Advigilo is also a small country, and extraordinarily suspicious of its neighbors.
While there have been no major infringements by nearby Aegisium and Maceria for over 60 years,
King Abrewn Blackfield remains cautious. Like all ‘border’ countries,
Advigilo is in a constant state of war with the bestial humanoid tribes and Drow that infest the Kruentus Mountains.
A nation of traders, natives gain a +1 to appraise and bluff checks. This is in addition to any racial bonuses.
Aegisia
Theocracy: ruled by the High Council of the Holy Church of St. Cuthbert.
Alignment: Lawful Good
Aegisia, called the Holy Sanctuary of Lord-God St. Cuthbert by some (mostly priests) is the largest of the borderlands, and
is also the most organized, militant, and downright fanatical of the three. Any soldier met in Aegisia is probably a Paladin
of St. Cuthbert. Evil is nearly non-existent; but only nearly. Constant warfare and the zealous persecution of
non-conformists have caused many a citizen to forsake the light. While hardly a center of trade, Aegisia produces enough
weapons and armor to outfit a country twice its size. Aegisia also was among the first countries to adopt gunpowder weapons.
The Church (which controls virtually everything) also occasionally rents out extra troops to other 'Good' nations.
Natives gain Proficiency with all Simple Weapons and Exotic Weapon Proficiency (Musket).
Players of any alignment besides Lawful-Good or Lawful-Neutral do not gain these bonuses as they were most likely
expelled from the standard society before they could become fully proficient.
Barbarian Kingdoms
Alignment: Any
Mostly tribal and nomadic, a limited number of 'Barbarian Kings' actually hold territories.
Among the most famous of these are the so called “Dragon Lords”.
While virtually no contact has been made with the “Dragon Lords” in some 400 years,
they are said to ride dragons as mounts in addition to being personally responsible for the fall of the Aetaision Empire
2000 years ago. But the exact same can be reportedly said about hundreds of other mysterious groups.
Expert hunters and trappers most tribes survive by trading furs and ivory with southerners.
Or by raiding southern countries via ship or land. Kestralia and Sallidus are the hardest hit by barbarian raiders,
though some bands pillage as far as Kajehara- slaves are often taken.
Frequently, Privateers are hired to combat the raiders before they ever make landfall, or to recover those who are taken.
Players may not be from barbarian lands for this campaign. Natives of the Barbarian Kingdoms gain the Track feat
and +5 to Wilderness Lore. Most barbarians do not speak common.
Calandria
Monarchy: ruled by King Garros Erowdow, Sovereign
Alignment: Lawful Neutral
Maintaining few armed forces, and a small navy in the south, Calandria is arguably the quietest and most peaceful of all the
existing nations. Rolling hills and farmland the people pay their taxes and know their neighbors. Wolves and the occasional
roaming band of gypsies are the most ‘dangerous’ things most natives will every see in their lives. Many foreign nobles
maintain vacation homes here and are the main source of income in many communities. King Garros Erowdow welcomes all races to
his small kingdom, including, so long as they cause no problems, evil races such as Drow and even Illithids. Unfortunately
for many a would be opportunist of Calandria’s openness, Erowdow does maintain a relatively large force of spell casters and
what little armed forces there are in Calidun are some of the best trained in the civilized world. For the most part,
Calandria’s laws leave the people alone to do what they wish. As a result, many races maintain the abilities described in the
players handbook.
East March
Republic: ruled by a Congress of elected officials.
Alignment: Neutral
While it could be nearly as idilic as Calandria, East March, however, is very much a backwater nation. Most people are poor
farmers and the nation is plagued by bandits and would-be (wow, you invaded half a country? Where? East March!? *laughs* a
blind Kobold could do that!) warlords. Mecor is currently in negotiations with the Congress of East March to take control of
the desperate nation and in turn provide soldiers to protect the citizens. Natives gain bonuses according to the players
handbook.
Elven Lands
Monarchy: Ruler Unknown
Alignment: Chaotic Good
While elves are hardly limited to starting deep in the forests controlled by their kin, all elves, except the Drow of course,
call the great tree forts home. The elves that originate here, deep in the sacred forests of the north, are quite different,
however. It is said that they, being the purest of elven blood are immortal. While this is hardly true, elves native to the
forests live twice as long as the elves born to the 'civilized' lands. Elven goods from these dark woods are sought after,
and the few traders allowed to enter quickly grow rich. Allowed is precisely that, it is said that only a native could find a
northern elf city if they weren't invited specifically. In all other ways, the elves here are identical to those in the
players handbook. Half-elves are non-existant, and, as a matter of fact, frequently killed on sight by the natives. Players
characters may not hail from Elven Lands for this campaign.
Fanum
Theocracy: Ruled by Caller of the Knights, Steward of the Skies, Keeper of the Peaks, Lord Protector Gar'en'thal'an'ius
Ca'araduel
Alignment: Lawful Good
Fanum has been described as an invaders nightmare. Sitting atop the High, a towering mountain range of live volcanoes, the
black stone has been carved into a giant network of towers and keeps. Everypass into the fertile heartlands is heavily
guarded, and from every peak watches a Skyknight. The Skyknights, the ruling caste in Fanum, are devoted to Heironeous, and
eternally guard the slopes of their mountain home against all who would claim it. Gold, gems, iron, and other minerals of
unknown quality and amounts lie deep in the mountains. For ages, the Skyknights have jealously guarded their preserve of
wealth, and few outsiders see anything beyond the walled trade towns and heavily guarded roads that snake between Salidus and
Kes. As well as protecting their claims from outsiders, the Skyknights wage a continual war against the elementals,
outsiders, and beasts that are common in the ebon mountains of the High. Portals to every plane can be found hidden amongst
the snow capped peaks, some short lived, some having existed for untold ages. Many are guarded in one form or another.
Occasionally, the portals will be 'rented' out to a group of mages or priests whos' purpose and gold meet with the
Skyknights' approval. Portals to evil planes are usually sealed as they are found. The reasons behind the frequent appearance
of the portals remains unknown, but rumours persist that foul forces seeking the destruction of the Skyknights are behind
their continual emergence. Natives gain free martial weapon proficiency with either Longspear or Longsword, and either
Longbow or Shortbow. Every able person is trained to defend themselves. They also gain a +1 to saves, attack and damage
rolls, skill checks, ability checks, and dodge bonus to AC when fighting outsiders due to special training. They gain a -2 to
charisma based checks when dealing with non-natives as a result of national paranoia.
Grihm Trosan
Feudal Congress: Headed by High Lady Erandia Du'Yenna
Alignment: Neutral
An ancient country, the elf ruled Grihm Trosan was the only nation to withstand the rise of the Aetaision Empire besides
Morianna. It is also in its twilight years. Power hungry Sallidus to the east, and rogue Thulle to the south have both laid
claims to the lands of Grihm Trosan, and the elder nation has little hope to survive, even with the aid of Aegisia to the
north. The elven nation simply cannot withstand the numbers of the two mostly human invaders. The irony is the kings of both
Thulle and Sallidus studied at the great Colleges of Grihm Trosan; as have many of the great leaders of the past
five-thousand years. Elves rule the society of Grihm Trosan, and most High and Gray elves world wide can trace their lineage
back to these shores. While many consider this their homeland, it is certainly not where elves originated. It is actually
believed that at one time all elves were subterranean in nature, and at one point or another the good races were forced from
the Underdark by the Drow. Most elves will only shrug, wild elves of the north violently disagree, calling the dark-elves
abominations. Drow generally delight at the possibility. The number of entrances into the Underdark from Grihm Trosan lends
some weight to the theory. Natives gain +1 to Diplomacy, Bluff, and Sense Motive checks due to extensive schooling. This is
in addition to normal racial bonuses.
Kajehara
Magocracy: Ruled by Kaj'ensakra
Alignment: Chaotic-Evil
Called the greatest wonder of the civilized world, the great city of Kajehara is a forest of glimmering spires and bridges.
Palaces of unearthly beauty rise above ghettos and warrens of the poor. The ruler of this great and ancient city,
Kaj'ensakra, is a wizard of god-like power and ability. Many claim that he actually is a god, and a cult that worships him is
composed of some of the most powerful mages in the known world. Others claim that he, being a human, is dead, and has been
dead for ages. Stories claim such things that he is a vampire who feeds upon only the most beautiful women in his kingdom.
The rumours are aided by the frequent and fairly bizarre disappearances that are rampant in many parts of the country.
Whether the missing men and women are indeed being used by food by undead somewhere in Kajehara, or perhaps are being put to
use for a darker purpose remains unknown. Mages in Kajehara are governed by a simple rule: if another mage is more powerful
than you, they hold a higher rank. A wizard or sorcerer from any part of the world could come into Kajehara and hold estates
the first day if they are strong enough. Duels are common, and the weak do not survive long; only assassinations being more
common. Non-spellcasters are treated like cattle. Need a sacrifice? Take your pick from the huddled masses. Hundreds of
spellcaster guilds, cults, and organizations exist in the City, and the only thing that is recognized as a punishable crime
for a mage to commit is the damaging of libraries or their contents. Native spellcasters have unique access to massive
amounts of information, granting them an innate +5 to knowledge and spellcraft checks. Non-spellcasters/divine spellcasters
do not gain this bonus and begin with only half the normal starting money.
Kes
Monarchy: Ruled by the Usurper Andred Onste
Alignment: Neutral-Good
A culture ruled by tradition, Kes is a nation of settled nomads. Once the great plains of this nation were roamed by tribes
of brutally efficient horsemen. Now, the same cold tactics are used to defend this vast rolling land from invaders. Large
hill-forts and pallisades protect towns, but all the fighting is done upon the open plains where the lightning fast cavalry
can be most effective. No army since the Aetaisions has taken the capital, the White City of Kes. A country made rich by
export and trade, all is not well. Barbarian raiders exact heavy tolls upon the Northern Coast, the south is a seething
cauldron of death where Kes, the South Duchies, and the fanatics of Medicia clash for control of the Aetaision Canal.
Calandria slowly monopolizes valuble trade from the Elves, and Fanum's tariffs strangle commerce to the west. All avoidable
problems had the rightful king still sat upon the throne. Instead, Andred Onste, an advisor to the previous king, and his
murderer, claims the crown and brings the country to the brink of civil war. The rightful Heir, Ercan Kes'sadin, has
vanished, and is suspected dead. Natives gain Mounted Combat, +5 to Ride and Handle Animal checks, and gain a +2 to charisma
when dealing with other Keshians.