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Fallen Dreams

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KILGAUL EMPIRE

 

Historical Outline

The Elves (2000 years ago)

 Elven culture represented the height of civilization at this point in history. They lived in perfect harmony with nature, were strong enough to fend off other humanoid clans and monstrous invaders. Their civilization represented the apex of art, beauty and culture. The elves had the first organized circles of druids. The elven pantheon would later be adopted by the primitive humans who became known as the Kilgauls. Sometime during this period, the elves or (more likely) their deities faced a malevolent entity known as Nightmare. Nightmare was the epitome of evil, and was virtually unstoppable. Clan Garven of the dwarves assisted the elves in imprisoning the Nightmare in one of the four Eyes of the World, which was what the elves called certain adjacent pocket dimensions. Clan Garven sealed the Eye with dwarven artifacts which were powered by the lives of noble dwarves and elves who sacrificed themselves to imprison Nightmare (apparently for all time). The affair was kept secret and all records were entrusted to the circle of druids and their secret repositories of knowledge.

 

The War with the Kilgauls (1500 years ago)

 The Kilgauls were a primitive band of humans without any culture to speak of. Leading a nomadic life interspersed with occasional raiding, the tribe encountered the elven civilization. Erroneously deciding the elves were weak and effete, the Kilgauls attacked and virtually eradicated an elven city (located where the city of Keath is today). The Kilgauls themselves were almost destroyed in the war. Elven reinforcements from other areas showed up in strength, and the Kilgauls were forced to surrender. Their future certainly seemed bleak.

 In an astounding show of mercy, one which affected Kilgaulan society to this day, the elves did not seek retribution. Instead they sought to teach the primitive human tribe a superior way of living. Humans learned the secrets of the druids and became initiated into their circles, human bards became oral historians charged to never let their tribe forget the atrocities committed, and elven deities were absorbed by the Kilgauls. Of course, humans still retained some of their own predilections, such as a tendency to produce raging barbarians. But there was no question that the elves had a civilizing and moralizing effect on the nascent Kilgaul culture.

 

Flourishing (1200 years ago)

 Under the tutelage of the elves, the Kilgauls now had a flourishing culture. They still had no written language of their own, the few who felt this was necessary generally learned the elvish language and script. The humans had transitioned from a nomadic culture to farmers, herders and fishers. A sizable number of half-elves have appeared due to the close relationship between the two races. The city of Keath was founded on the site where the elves and Kilgaulans first clashed.

 

Expansion (800 years ago)

 The Humans reproduce much more rapidly than the elves, and by this period they have a civilization much larger than the elves. With their comparatively short lifetimes and a primarily oral history, most humans have forgotten that their culture is borrowed from the elves. The racial obligation they owe to the elves has never been forgotten, however. Kilgaul expands quickly, ruling vast territories and absorbing other smaller cultures into their empire. Although advances in arts and sciences are made, the Kilgauls still have no written language. The society is structured along extended clan lines. The elves remain staunch allies, and are viewed with profound respect. This era is the Golden Age of the Kilgauls.

 

War of the Giants (400 years ago)

 The giants descend from their mountain fastness, driven out by something that even they must fear. They move into Kilgaul territory, spreading destruction as they go. The entire Kilgaulan Empire, along with their elvish allies, mobilize to meet this threat. The war lasts for 24 years, ending with the defeat of the giants. The empire will never recover fully from the effects of this war, though a lot more rangers begin appearing in the realm with a grudge against the giants.

 

Incursions (350 years ago)

 Weakened by the disastrous war with the giants, outlying areas of the Kilgaul Empire fall prey to incursions from humanoid tribes. Orcs, goblinoids, kobolds, and even other human tribes take their toll. The Kilgaul Empire also first encounters the Kalvarians at this time, and engages in some half-hearted sparring at what it sees as a weak and decadent kingdom. Nothing comes of this. Over the following years, the Kilgaul Empire is reduced to a third of its former size.

 

The Legend of the Ark (200 years ago)

 The Ark makes landfall on Kilgaulan soil. The Ark is an immense seagoing ship carrying the last survivors of a foreign culture. Landing near the city of Trayess, the survivors, calling themselves Kyozans, tell a remarkable tale. In short, they came from an island nation that was in danger of being destroyed. Their diviners proposed a remarkable plan to save their culture. Their finest artisans and most brilliant minds were loaded into seven great ships, and launched before the island sank into the sea. The faced all manner of hardships. Six of the seven ships were destroyed by great storms and sea monsters, but the last finally made landfall in Kilgaul. Impressed by such an epic tale, the Kyozans are welcomed into Kilgaulan society. Most of the survivors settle in or near Trayess, which is a small and wild city on the Kilgaulan border. Their inclusion changed Kilgaulan culture causes few changes, but two are particularly notable. The Kyozans adapt their script so that Kilgaul finally has an official written language, though illiteracy remains common. Secondly, they introduce a style of unarmed fighting. Although it never becomes particularly popular, monks are introduced into society.

 

Spawning of the Kraken (100 years ago)

 Some of the cities of the Kilgaulan Empire are located on islands. For a while, quite a nice ship technology was developing and it looked as if Kilgaul might have the potential to become a major sea power. This idea was quashed by the spawning of one of the most feared sea monsters of all time: the Kraken. Over a period of several years, sighting of kraken and reports of attacks became increasingly frequent. The sages eventually reported that a monstrous kraken had spawned hundreds of smaller beasts, which were causing havoc with shipping. Eventually ocean voyages became limited to quick hops from island to island in fast, light boats. It was forty years before the seas returned to normal, but the level of ship technology had been seriously set back by the spawning.

 

The Mercenary War (50 years ago)

 In what must be admitted was an unjust and unprovoked war, the Kilgauls whipped up pretext against the Kingdom of Kalvaria, confident that their berserkers (barbarians) would send the hired warriors fleeing. Initially, the Kilgauls had some impressive victories, but the mercenaries eventually dug in and brought them to a standstill. More and more force was brought to bear until it seemed as though the Kilgauls would break through and loot Kalvaria. However, Clan Macklin of the Kilgauls (who felt the whole venture was morally wrong) switched sides and hired themselves to the opposing side as a mercenary band. Several other clans followed suit, and suddenly Kilgaul had a civil war on its hands. The entire offensive collapsed, and Kilgaul limited its martial efforts to occasional raids and inter-clan feuding.

 

The Trayess Rebellion (20 years ago)

 The city of Trayess is a coastal city near the edge of the Kilgaulan Empire. Its position puts it in frequent contact with the various evil humanoid tribes. Over the years, due to contact with certain orcish tribes, a number of half-orcs have appeared. In general, the orcish tribes reject such half-breeds, but Trayess developed, well if not a friendly relationship, at least an indifferent relationship with the half-orcs. It was not unusual to see half-orcs on the streets of Trayess. The city, perhaps not entirely by coincidence, also developed a thriving black market and a smuggling ring. Eventually Trayess developed a reputation of having more orc citizens than humans. Finally it was decided to crack down on the rampant corruption, starting with the order to expel all half-orcs from Trayess.

 The city rebelled. By this time, approximately a third of the city had some orcish blood, and another third were descendants of the Kyozans, leaving the Kilgauls as a distinct minority. Although it eventually was recaptured by Kilgaulan armies, the order to expel all half-orcs was rescinded. Trayess is now the only city in the Kilgaulan Empire with a significant Half-orc population and a half-orcish governor. And despite half-hearted efforts to change, it remains a free-wheeling and chaotic city full of vice, smugglers, and thieves.

 

 

DEITIES IN KILGAULAN CULTURE

 

The Light (A Core Deity): God of light and good

Kilgaulan Name: Belenus

Alignment: Neutral Good

Domains: Good, Protection, Strength, Sun

Symbol: A solar disk and standing stones.

Typical Worshipers: One of the most commonly worshipped deities. Druids, paladins, good fighters and rangers, halflings.

 In Kilgaulan culture, Belenus is a god of the sun and purity, and a patron of the druids. He has the ability to control the heat and light from the sun, bringing them into focus to destroy or blocking them off to freeze when he wishes. Because of this, he is also associated with seasons, growing crops and the harvest. A major annual celebration is observed in the spring to honor Belenus, and the festivities often last several days. Local traditions say that Belenus instructs the druids to construct the various megalithic sites of ‘standing stones’ and to protect the sacred groves. Belenus and Leah share a rivalry, being natural opposites. The favored weapon of Belenus is a heavy mace (a flaming mace).

 

The Sword (A Core Deity): God of war and honor

Kilgaulan Name: Nuada

Alignment: Lawful Neutral

Domains: War, Strength, Law, Destruction

Symbol: A Silver Hand

Typical Worshipers: Fighters, paladins, monks.

 In Kilgaulan culture, Nuada is the god of honor through combat, the god of war. Nuada is often portrayed as a warrior with one silver hand. Legends claim he lost the hand in an epic battle against a red dragon, but the goddess Maeve Cecth was able to fashion a replacement out of silver that was just as effective. Nuada’s chief enemy is Morrigan, who represents the destructive and dishonorable side of war.  Nuada’s favored weapon is the bastard sword.

 

The Beast (A Core Deity): God of beasts and rage

Kilgaulan Name: Taranis

Alignment: Chaotic Neutral

Domains: Animal, Chaos, Destruction, Strength

Symbol: A Bear’s Paw

Typical Worshipers: Barbarians and half-orcs.

 While not an actively evil god, Taranis is known for his terrible temper. His rages are legendary, and during these episodes, he sometimes runs naked with wolf packs or other predators. He is sometimes said to take the form of an enormous bear. When in human form, his favored weapon is the Greataxe.

 

The Healer (A Core Deity): Goddess of healing and protection

Kilgaulan Name: Maeve Cecth

Alignment: Lawful Good

Domains: Healing, Good, Protection, Plant

Symbol: A Leaf

Typical Worshipers: Healers, monks.

 As the Kilgaulan goddess of medicine and healing, Maeve Cecth is adequately qualified to perform her job. She is the daughter of Diancecth, who Kilgaulans claim is the founder of healing and medicine. Accounts credit Maeve with healing wounds, restoring sight to the blind, replacing severed limbs, curing diseases, and even raising the dead. She is described as compulsively healing others… in battle, she is said to have healed herself, her allies, and even her enemies! While worshipers are not required to be quite so indiscriminate, they are expected to heal others freely. Her favored weapon is a quarterstaff.

 

The Skull (A Core Deity): God of death and evil

Kilgaulan Name: Arawn

Alignment: Neutral Evil

Domains: Death, Evil, Knowledge, Trickery

Symbol: Warrior’s Skull

Typical Worshipers: Evil fighters, monks, and rogues.

 As god of death and the underworld, Arawn rarely has reason to venture into the world of the living. His home is an island so far out at sea that no one, not even Leah, can find it while living, for only the dead can travel there. Tradition says that Arawn does not dabble in the affairs of mortals except when someone has been resurrected that he would prefer to keep in his domain. Arawn is a deity who has few allies or enemies among the other gods. His favored weapon is the scythe.

 

The Storm (A Core Deity): Goddess of storms and disasters

Kilgaulan Name: Leah

Alignment: Chaotic Evil

Domains: Water, Air, Destruction, Evil

Symbol: A Fish

Typical Worshipers: Sailors and fishermen, druids.

 The Kilgaulan goddess of storms and the sea is a powerful and feared denizen of the oceans. Leah is an angry goddess who sinks ships and causes disasters. She is sometimes said to take the shape of an enormous Kraken. Her worshipers are a fearful lot who try to placate her. She is often at odds with Belenus, her rival. Her favored weapon is the trident.

 

The Elements (A Core Deity): God of the elements

Kilgaulan Name: Daghdha

Alignment: True Neutral

Domains: Animal, Air, Earth, Fire, Plant, Water

Symbol: 4-pointed star

Typical Worshipers: Druids.

 Daghdha was once a leader in the Kilgaulan pantheon, but he has become more remote and less involved in the affairs of men. Now he has a reputation for perfect balance, as master of the elements and nature. Daghdha is consulted when the natural world seems out of harmony in some way. His favored weapon is a scimitar.

 

Oghma (Kilgaulan Deity)

Alignment: True Neutral

Domains: Knowledge, Luck, Travel, Trickery

Symbol: A Chalice

Typical Worshipers: Bards, rogues.

 Oghma, who is also titled ‘the patron of bards’, is the god of eloquence and language. His speeches and words carry great weight with his listeners, and he is often depicted as having gold chains between his tongue and the ears of his listeners; Kilgaulans have great respect for the powers of persuasive speech that Oghma personifies. He has the power to communicate his ideas accurately and quickly, swaying any number who hear him to his cause. Oghma is also known for tricking the unwary and unscrupulous. Oghma is also known to be a champion, both as a warrior and as a patron of ideas. His favored weapon is the long bow.

 

Ghovnu (Kilgaulan Deity)

Alignment: Neutral Good

Domains: Earth, Protection, Strength, War, Healing

Symbol: Anvil

Typical Worshipers: Smiths, fighters, dwarves.

 Ghovnu is the god of metalwork, especially the forging of weapons. Many of the gods wield magic weapons that he has forged. He is also noted for brewing concoctions that can heal the wounded and provide other beneficial effects. Often portrayed as a brawny smith, he is a favored deity among the few dwarves who ally themselves with the Kilgaulan culture. Ghovnu’s portfolio has been increased in recent years to include fortifications and siege weapons. His favored weapon is a warhammer.

 

Brigid (Kilgaulan Deity)

Alignment: Chaotic Good

Domains: Fire, Knowledge, Magic

Symbol: Harp

Typical Worshipers: Lovers, bards, sorcerers, elves.

 Brigid is the Kilgaulan goddess of lovers, fire, and poetry. She is a more recent addition to the pantheon, but has proved to be a favorite among the populace. Brigid is generally portrayed as a lovely young woman with long red hair down to her feet, usually playing a harp. Her favored weapon is the short sword.

 

Silvanus (Kilgaulan Deity)

Alignment: True Neutral

Domains: Animal, Plant, Air, Earth, Fire, Water

Symbol: Tree

Typical Worshipers: Druids, rangers, elves

 One of the oldest deities known, Silvanus is the embodiment of nature. As such he is revered by the elves, and is still their primary god. While human druids may choose to venerate Belenus of one of the other deities associated with some aspect of nature, elven druids almost always worship Silvanus. His favored weapon is the longspear.

 

Math (Kilgaulan Deity)

Alignment: Neutral Evil

Domains: Magic, Evil, Knowledge

Symbol: Staff

Typical Worshipers: Sorcerers, wizards, evil bards.

 Math Mathonwy is the god of magic, sorcery, and wizardry. He carries a mighty magical staff and wears a torc with magical powers. Math insists that his feet rest in the lap of a maiden whenever possible, and is noted for having relatives who are as treacherous as he is. He does not tolerate mistreatment of his maiden foot warmers, nor does he abide treachery on their part, and has vented his wrath upon many who have violated his trust. He saves his magic mainly for his own purposes, keeping his family in check, and seldom casts spells for the good of others. His favored weapon (of course) is the quarterstaff.

 

 

GENERAL OVERVIEW

Kilgaul (Kil-gawl’) Most of the territory of Kilgaul is made up of fertile rolling hills and light forests. Herding and farming are the principal occupations of the Kilgaulans. Most of the country is located along the coast and on a few small islands. They still hold a sizable area on the mainland, although this is small compared to the former extent of the empire. Kilgaul formerly had extensive holdings, but the War of the Giants and subsequent incursions from humanoid tribes have whittled these away.

 Elves make up a significant portion of the Kilgaul Empire, making up perhaps as much as a quarter of the total population. For the most part, elves have their own, separate, communities… although this is not always the case. Half-elves are thinly scattered throughout the land, except near the city of Keath. The area around the city of Keath was once home to elves. Although elves do not reside near Keath now, their legacy lives on in a reasonably large population of half-elves. Scattered communities of halflings dot the landscape. Excluding the unique city of Trayess (technically part of the Kilgaul Empire), the country is otherwise populated by fair-skinned humans, most with blue or green eyes and red or blonde hair. The bards of Kilgaul have never permitted the population to forget their unjust war against the elves in their early history, so most Kilgaulans display an almost superstitious courtesy and reverence to elves. In addition to the Common tongue, Kilgaulans have their own language as well.

 The Kilgaulans have an elaborate pantheon that they revere. Interestingly, although there have been some additions and changes, the current pantheon is very similar to the ancient elven gods which the Kilgaulans adopted as their own. Most priests here are druids, who also serve as judges in legal matters. Bards are accorded an unusual position of respect as historians.

 With a serious appreciation of nature and an understanding of balance, the Kilgaulan society must generally be described as true neutral. Good, evil, law, and chaos are all recognized as basic and accepted elements of human society.

 

RACES AND CLASSES IN KILGAUL

Humans: These are the dominant race in Kilgaul. Approximately 65 percent of the population are human. The typical human is light-skinned, with blond or reddish hair and blue or green eyes. The Kilgaul Empire has absorbed a number of smaller human tribes in their history, so there is a lot of room for variation. The city of Trayess has a sizable human sub-culture called Kyozans; these humans tend to be brown-skinned with black, straight hair and brown eyes.

Dwarves: There are very few dwarves in Kilgaul. Those that do reside here are generally outcasts from other areas.

Elves: Elves represent a large portion of the Kilgaul Empire, and are a direct influence on the type of culture that has evolved over the years. The average human in Kilgaul treats an elf with a reverence bordering on awe. Elves generally have their own communities, but there are frequent exceptions. Elves still remember the atrocities committed at Keath, and although humans have improved and flourished under their tutelage, they still harbor some caution. Elven druids still control the druidic organization in Kilgaul, despite the larger number of human druids. About 20 percent of the population is elven.

Gnomes: There are few gnomes in Kilgaul (even fewer than the dwarves). Those that do reside here are generally outcasts from other areas.

Half-elves: The offspring of elves and humans are liberally scattered throughout the Kilgaul Empire, except near Keath. In the vicinity of the port city of Keath, half-elves are numerous enough to form their own neighborhoods (there are even second and third generation half-elves, born from pairs of hybrid parents). Half-elves are freely accepted in human society, but only make up about 5% of the population.

Half-Orcs: Half-orcs, often a product of rape, often find difficulty in being accepted by other races. In Kilgaul, half-orcs are a rare sight, with the exception of the city of Trayess. This city, located at the edge of the empire, has a population of half-orcs almost equal to the human population, and is governed by the half-orc Tuang of the Iron Spear. Half-orcs are accepted in the racially tolerant city of Trayess, but are regarded with fear and suspicion elsewhere in the empire. Less than 5% of the population is made up of half-orcs.

Halflings: There are numerous halfling communities in Kilgaul, all of them small. Halflings are generally well regarded in the empire, although there is a tendency to speak to them in a patronizing manner. They tend to adopt the culture and mannerisms of the society around them, and blend in surprisingly well with the human population. About 5% of the population is made up of halflings.

 

Barbarians: The nomadic tribe that eventually evolved into the Kilgaul Empire began as barbarians, and they have never strayed from this. In the past few hundred years, as technology and civilization has increased, the number of barbarians has decreased, but the ‘berserkers’ are still a common and feared part of the culture. Barbarians are usually Humans or half-orcs.

Bards: Bards have been an integral part of the Kilgaul culture since its very inception. Since the Kilgaulans had no written language until recently, the bards served as historians and a kind of collective conscience for the society. Bards are highly respected, and people are generally tolerant even of mischievous bards. Bards are most often elves, half-elves, or humans.

Clerics: Although there are many clerics serving the various gods, there are far fewer clerics in Kilgaul than one might find in other cultures. The typical cleric in Kilgaul is a wandering holy man, with few established religious orders. Clerics come from all races.

Druids: Druids serve the role that clerics do in other cultures: they are the standard representatives of the deities and all things spiritual. In other lands, druids may only have a loose affiliation; in Kilgaul it is a very real organization. The druidic circles extend back in time to a point that even the elves can’t remember. A druid enjoys unusual prestige and respect in Kilgaul. Aside from their standard duties, druids also serve as judges: settling disputes, interpreting law, and so on. The druids also have vast repositories of ancient lore hidden way in their secret libraries, much of it inscribed in their secret language. Druids are usually human, elven, and half-elven.

Fighters: No question that Kilgaul is known and feared for its barbarians, but the fighter is probably more common. Fighters are the mainstay of any organized fighting force, from armies to local guards. Fighters come from all races.

Monks: Ever since the monk was introduced by the Kyozans, he has always been regarded as more of a curiosity than anything else. Small monasteries exist throughout Kilgaul, but Trayess is the only region where monks are particularly plentiful. Monks are almost exclusively human, with an occasional half-elf as well.

Paladins: The Kilgaul culture does not seem to produce paladins with any frequency. The paladin, rare to begin with, is even rarer in Kilgaul. The few paladins that exist are mostly humans or half-elves.

Rangers: Rangers are more common than ever in Kilgaul… ever since the War of the Giants, in fact. Although most rangers tend to be loners or stick with small groups, there is no shortage of rangers to be found. Most rangers busy themselves harassing various humanoid tribes, but a few seek out the fabled giants. There are more elven rangers than any other race, but there are plenty of human and half-elf rangers too.

Rogues: While the citizens of Kilgaul are tolerant of the antics of bards, they do not feel the same about rogues. There are still plenty of active rogues, but they are fewer than in other comparable civilizations. Likewise, the thieves’ guilds of Kilgaul tend to be anemic if compared with the thriving business done in other large cities. The exception is the city of Trayess, which has an enviable black market and a reputation as a smuggler’s paradise. Rogues tend to come from all races.

Sorcerers: Kilgaul has it’s fair share of sorcerers… though they are more likely to claim their powers are a result of association with the fey than from the blood of dragons. Sorcerers tend to be a reclusive lot, and are usually human or half-elven.

Wizards: Wizards are only common among the elves in Kilgaulan society. This probably stems from the fact that during most of their history, the Kilgaulans did not have a written language of their own. Thus human wizards are almost unknown, and half-elven wizards are distinctly uncommon.