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WellcomeToDrakkenheim (II)

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WellcomeToDrakkenheim (II)

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REALMS OF THE

CONTINENT
The people who inhabit the world of Drakkenheim simply call it "the earth" or "the world". They live
on "the continent" that is divided into several nations which people refer to as "the realms". The
largest and most politically influential of these sovereign states are Caspia, Elyria, and Westemär.
Neighbouring each are several petty kingdoms and dozens of city states.

 Westemär
The Realm of Westemär stretches north from the Drakeclaw and Glimmer Mountains, along
the Crystal Coast to northern tundras. The heartland is made up of deep dark forests
surrounding wide flowing rivers, interspersed with areas of fertile marshland. The land is
prosperous and rich in natural resources: iron, salt, and coal mines, fine timber, and
excellent quarries. These industries supported the realm's once-great military strength and
built the impressive architecture of its cities. As such, the nobility are distinguished, but
materialistic and prideful, in contrast to the hard-working and pragmatic common folk.

A Broken Realm
The Realm of Westemär stretches north from the Drakeclaw and Glimmer Mountains, along
the Crystal Coast to northern tundras. The heartland is made up of deep dark forests
surrounding wide flowing rivers, interspersed with areas of fertile marshland. The land is
prosperous and rich in natural resources: iron, salt, and coal mines, fine timber, and
excellent quarries. These industries supported the realm's once-great military strength and
built the impressive architecture of its cities. As such, the nobility are distinguished, but
materialistic and prideful, in contrast to the hard-working and pragmatic common folk.

 Elyria
The realm of Elyria lies on a large peninsula south of the Drakeclaw Mountains. The land
comprises vast rolling prairies and river basins broken up by rocky arid hills and a
mountainous coast. Nestled within are pockets of imposing pinewood forests, and great
deposits of precious minerals such as gold and silver. Elyrians are known for being kind-
hearted and outgoing folk eager to share the bounty of their land. Most live a rural life in
small villages along the rivers and coasts. Indeed, the fertile river valleys at the heart of
Elyria were an early cradle of civilization, and the countryside is dotted with the ruins of
ancient cities.

The Holy City of Lumen is the capital of Elyria. The Faith of the Sacred Flame was founded
here, and the shining city is the seat of power for the Divine Matriarch. The most fervent and
orthodox adherents to the faith are found amongst the Elyrian people. Beyond Lumen, there
are few large cities save several bustling port towns that are hubs for international trade.
The Elyrian navy is amongst the finest in the continent.

A Rising Theocracy
Originally, Elyria was a monarchy, but today, the nation is effectively a theocracy ruled by
the Divine Matriarch. As leader of the Faith of the Sacred Flame, the Divine Matriarch has
traditionally been regarded as a pillar of wisdom, truth, and justice, so they often mediate
difficult political matters. When the Elyrian royal line went extinct, a parliament drawn from
the Elyrian nobility determined that the Divine Matriarch would appoint a Lord Regent to
lead them. Together, the noble parliament and the Lord Regent would serve as a ruling body
for the nation.

However, in recent decades, successive Divine Matriarchs have used this power to select a
line of caretaker regents who defer to the Faith on virtually all matters of state. While
members of the clergy take vows of poverty that preclude them from holding actual political
station, the parliament is now mostly made up of fundementalist nobles staunchly loyal to
the religion, and the Lord Regent is almost always a close relative of a prominent High
Flamekeeper or the Divine Matriarch. As a result, the Divine Matriarch wields de facto
political authority in Elyria.

 Caspia
The realm of Caspia stretches in an expanse between the Glimmer Mountains and the
Diamond Sea. It is a rugged and mediterranean nation, home to a boisterous and affable
people led by a constantly squabbling nobility.
The Kingsmoot
Caspians elect their High King once each decade, from candidates put forth by
the princes of their noble houses. The valorous deeds and reputation of the noble
houses is a major factor in determining the High King. Though Caspian politics
are always shifting, especially as the next Kingsmoot draws near, it has stood as
a remarkably stable nation. As such, Caspians love to meddle in the politics of
Elyria and Westemär. They often intermarry with the nobles of different realms
to gain greater clout and influence for the next Kingsmoot.

 Wars And Conflicts


The realms have been shaped by centuries of war, from Elyrian rebellions against ancient
sorcerer-kings, to great battles between rival Caspian princes, and most recently, the civil
war that ravaged Westemär.

By law and custom, none with arcane spellcasting powers may hold a noble title within the
realms. Instead, the noble houses prize the martial arts. Many fighting traditions have
developed: armoured phalanxes, archery, fencing, berserking, and diverse unarmed combat
techniques. Duels and trial by combat are a particularly favoured means to settle disputes
amongst the nobility with minimal bloodshed. The realms of Caspia, Elyria, and Westemär
have each developed their own distinctive styles and practices for such contests.

 Travel And Trade


Commerce, rather than conflict, defines everyday life for common folk in the realms.
Merchant caravels and ships frequently carry cargo across the Diamond Sea from the
Caspian port of Jackson's Keep or the independent city-state of Liberio. Other vessels depart
from the ports of Drannsmund in Westemär and Angel's Landing in Elyria, and sail the Middle
Ocean to the far west. Trade caravans from Geldstadt travel across the Twin Vales to distant
lands beyond the steppes.

Magical goods and services are bought and sold throughout the continent, but only amongst
the wealthy and powerful. High-ranking nobles outfit their favoured knights with magical
arms and armour, and rich merchants buy spells and wondrous items to safeguard their
valuable mundane wares. The manufacture and sale of arcane commodities is controlled by
the Mage Guild, a branch of the Amethyst Academy. Under strict edicts recognized across
the realms, any mage or trader dealing in magic pays an annual fee to the Mage Guild, and
must follow the prices set by the guild.

A few are bold enough to skirt these requirements. As a result, smugglers, hired muscle, and
rogues can make their fortune in the illicit trade of enchanted gear and forbidden magic
items. This underground black market has only expanded since delerium has become such a
valuable and sought-after export.

 Free Lands
Though the realms boast mighty armies and legal customs, these have little authority
outside cities and settled farmlands. Not far off the major trade roads and rivers, the
wilderness remains a place ruled by the laws of nature, not the laws of mortals. The dark
forest of Achtungwald, the wet bogs of the Elfmire, the massive mountains that separate the
realms, the northern tundras, and the arid hills of Elyria are dangerous lands, where
dragons, trolls, giants, and monsters keep their lairs.

However, these wild places are also home to many people who do not reside under the
control of the realms. Living in small tribes, they keep their old ways and old faiths, led by
stout-hearted warriors and druids who embrace the fury of the elements.

 The Wider World


Though the realms boast mighty armies and legal customs, these have little authority
outside cities and settled farmlands. Not far off the major trade roads and rivers, the
wilderness remains a place ruled by the laws of nature, not the laws of mortals. The dark
forest of Achtungwald, the wet bogs of the Elfmire, the massive mountains that separate the
realms, the northern tundras, and the arid hills of Elyria are dangerous lands, where
dragons, trolls, giants, and monsters keep their lairs.

However, these wild places are also home to many people who do not reside under the
control of the realms. Living in small tribes, they keep their old ways and old faiths, led by
stout-hearted warriors and druids who embrace the fury of the elements.

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