|

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.
|