The Cult of Heras-Fel (NPC)
Ruler: Unclear
People: Human (70%; primary; dominant political presence; other factions are rebellious), Elf (30%; cooperative; some political presence; other factions are rebellious)
Factions: Darkwind Elves (4/2), Sentient Ghosts (3/5), Rebel Whisperers (4/1)
Wealth: 2,000
Wonders: Citadel of Fel-Agur (speed to undead minions)
Military: A few highly capable necromancers, large numbers of skeleton soldiers, several death knights, a small but powerful group of shades, some small swamp vessels capable of sailing to Terrormine Island in the thick, murky Absent Sea
Army: 100 companies
Navy: 5 ships
Growth: 5%
A relatively recent phenomenon, the Cult of Heras-Fel is said to have its origins somewhere within the Woodwall, yet the certainty of these rumors is unclear. It is controlled by a highly secretive council of necromancers, who remain anonymous. Contacting the Cult is extremely difficult, though not impossible. The Cult has subjugated Human and Elvish villages and towns throughout the grassy lands west of the Woodwall, gradually crafting an expansive geopolitical entity over the last decade. Their skeleton minions walk the grasses, patrolling for the rebels, who call themselves the "Whisperers". The undead horde summoned by the Cult is something of a worry to other polities of Sekai, yet the necromancers do not yet have the strength suitable to spread further from their current region. The various city-states and kingdoms surrounding the Cult, along with the rebellious elements within the Cult's territories, has kept the Cult in check for the last two years or so. Perhaps the kingdom most responsible for keeping the Cult at bay is Oagramakandi, the powerful Orcish kingdom inhabiting much of the Endioch region.
Dominion of Arrek (NPC)
Ruler: Goblin-King Solakk
People: Goblin (80%; primary; only political presence), Dwarf (15%; subjugated; slavery), Human (5%; subjugated; slavery)
Factions: Diedric's Dwarvish Legion (4/1), Goblin Eunuchs (3/3), The High Tribes (2/1)
Wealth: 3,000
Wonders: None.
Military: Capable Goblin soldiers with Dwarf-smithed armors, decent archers, excellent siege capabilities using gunpowder and well-crafted devices, numerous tamed wolves, a few cave trolls
Army: 60 companies
Navy: 0 (landlocked)
Growth: 10%
The Goblins of Diedric's Skyhorns come in many shapes and sizes, attitudes and dispositions. Yet throughout Sekai, the Goblins of these mountains seem to be type-casted as members of a kingdom that has brutally enslaved the mountainfolk they once lived alongside. This kingdom is that of Solakk, and his reign as Goblin-King (and thus the Dominion itself) is relatively new, for Sekai's standards. Solakk is an aging Goblin, yet he is no less fierce. Over the last several decades he has led his humble Goblin clan (the Arrek Clan) to prominence, militarily annihilating the smaller caves, and declaring his Dominion supreme. In the process, many Dwarvish mining cities and scattered Human "High Tribes" were subjugated, the members of these realms turned into slaves. The Dwarves are forced to mine and smith for Goblin armies in an ironic twist of fate, while most of the High Tribes have scattered from their lands, fearful to return. Making Solakk angry and tightening his grip is Diedric's Dwarvish Legion, a group of Dwarvish warriors named after the mountains (and the Dwarvish mage-smith who made them famous) who have attempted many uprisings.
The Tribes of Melgoth (NPC)
Ruler: Chief-Lord Hielthen
People: Human (80%; primary; dominant political presence), Dwarf (20%; cooperative; some political presence)
Factions: Northwild Giants (1/3), Blood Shamans of Nelath (4/4)
Wealth: 2,000
Wonders: Nelathi Totem (more power to shamans)
Military: Lightly-armored barbarian hordes equipped with primitive yet effective weapons, some archers, a few wood giants, highly capable "blood shamans" (shamans specializing in voodoo-like magics and dark wood-creature summonings), raiding galleys and specialized longships, long-distance knarrs
Army: 80 companies
Navy: 15 ships
Growth: 10%
The Melgothi were once nomadic, but settled in the Northwild. At the height of their power, the barbarian hordes of the Tribes of Melgoth held much of the Northwild, and thus the passages through that great wood. The Melgothi even held a plethora of lands throughout the steppes south of the Northwild. They also once had a larger navy than they do today, freely raiding up and down Sekai's northern coast. The Melgothi experienced a sharp decline a few centuries ago, due to infighting between the tribes and the rise of the powerful Kingdom of Fyirmenedd and the Grand Duchy of Lorenathia. In addition, many monsters throughout the Northwild began to breed and became too numerous for the Melgothi to continue their expansive occupation of that forest. Now, the Melgothi are experiencing a come-back. Their horde has grown stronger in recent years, and many nomadic Dwarves from the Koalir, obviously of dramatically different disposition and beliefs than those of Fyirmenedd, have joined their ranks. Only time can tell whether or not the Melgothi will be able to achieve their former size, especially given the fact that powerful kingdoms now surround the Northwild.
Grand Duchy of Lorenathia (NPC)
Ruler: Grand Duchess Segaila
People: Human (80%; primary; dominant political presence), Elf (15%; cooperative; no political presence), Orc (5%; lesser citizens, but cooperative nonetheless)
Factions: Order of Esalos (4/4), Tanelin Peasantry (4/3)
Wealth: 4,000
Wonders: Cathedral of Esal Simar (more efficiency to priests)
Military: Seasoned soldiers, Knights of the Duchess (paladins), excellent priests from the Order of Esalos, some Elvish scouts, decent siege capabilities
Army: 70 companies
Navy: 0 (landlocked)
Growth: 15%
For a long time, the Grand Duchy was the central region of the larger, now-defunct Kingdom of Senathia. This kingdom splintered and fell to pieces when the corrupt king was overthrown by the peasantry. The Grand Duchy thus formed and eventually became the backbone of a greater alliance of polities occupying the lands south of the Northwild. The existence of the fiefs that now compose the Grand Duchy was, for a long while, one of protection of its citizens from the barbarians of the Northwild (and one of the central arguments for the downfall of Senathia was its failure to properly protect its citizens). However, as the Tribes of Melgoth began to shrink significantly halfway through the first age, the Order of Esalos, a religious order dedicated to the "one god protector", began to thrive. Using its newfound influence, the Order of Esalos effectively installed the first Grand Duke, who was the current Duchess Segaila's distant grandfather. Since that time, the Grand Duchy has expanded significantly and occupies much of the Tanelin Steppe. Remnants of the Melgothi barbarians who once still occupied deserted castles in these central lands have been either routed or destroyed over the last few centuries by the paladins and priests of Esalos. Even so, a greater evil now threatens the Grand Duchy and its commonwealth - the Cult of Heras-Fel, on the other side of the Hyoenei River. The Grand Duchy and its alliance of city-states has kept the Cult in check so far, but only time can tell whether the Grand Duchy can withstand the Cult and a resurgence of the Melgothi in the Northwild.
Principality of Enorti
Ruler: Prince Dernae
People: Human (55%; primary; dominant political power), Elf (30%; cooperative; extensive political power), Half-Elf (15%; cooperative; a significant enclave; undecided support)
Factions: Order of Esalos (4/2), Ajaman Minority (5/2), Lorenathia Loyalists (5/2), Non-Ajaman Elves [Sahoje and others] (4/4)
Wealth: 1,500
Wonders: None.
Military: Capable soldiers, Protectors of the Prince (paladins), a few priests from the Order of Esalos, Elvish longbowmen and scouts loyal to the prince
Army: 25 companies
Navy: 0 (landlocked)
Growth: 5%
Enorti is swamped in complicated political turmoil. Tugging on one end of the principality's political spectrum is the Grand Duchy of Lorenathia, which has used Prince Dernae (the official keeper of the crown of Senathia and actual great grandson of the last king) as an ally for the last few years, and a buffer against the Orcs and barbarians of the Ulum Passage. Prince Dernae has relished in the Duchess's reliance on his abilities, and has gathered a significant amount of personal wealth as a result. Meanwhile, the Order of Esalos naturally expanded its ministries to the principality, especially after the mostly-secular king died from a mysterious illness. The realm of Enorti is endowed with a position in a fertile basin and bordering Lake Horace. It is also in the middle of the region, and serves as a crossroads between the Elves of Sahoje and the Elves of Ajama. This is where the political complications come to light. Over the last several centuries, even during the existence of the former Senathian Kingdom, Ajaman Elves migrated to the Lake Horace region in hopes of establishing trading outposts. These outposts were sponsored by the former kingdom and accumulated large amounts of wealth for all parties involved (even though the kingdom did not appreciate the Ajaman attitude of superiority, their dedication to regional trade routes was remarkable). Yet Lorenathia was not pleased. The Order of Esalos saw the Ajaman Elves as cult-like, arrogant druids attempting to subvert religious rule in the region. Today, Enorti is on the verge of a civil war. Lorenathian influence is heavy now. The elder prince has allowed Esalos priests free access to the populace, much to the chagrin of the Elves. Issues of Human slavery and the arrogance of the Elves have been used as talking-points for Esalos priests and their Human allies. The Ajaman minority, having developed to be significantly different from their parents to the north, has proceeded to declare that Humans are not lesser beings. Many former Ajaman Elves have even bred with Humans over the years, creating a significant minority of Half-Elves in Enorti. Despite this, the lines are largely drawn on racial tensions and this pot is close to boiling over. The only Elves who fully dedicate themselves to the "Human side" are those who migrated from Sahoje many generations ago. Yet Prince Dernae seems content to play both sides, no matter whether or not the careful and brilliant work of his ancestors falls apart.
Principality of Cala (NPC)
Ruler: Princess Amelia
People: Human (90%; primary; some political presence), Elf (10%; cooperative; dominant political presence)
Factions: Cala Independents (2/1), Ajama Court (5/5)
Wealth: 1,000
Wonders: None.
Military: Seasoned soldiers, protectors from Ajama
Army: 10 companies
Navy: 3 ships
Growth: 5%
The Principality of Cala is, for all intents and purposes, a vassal of the Kingdom of Ajama. It was once an extremely wealthy section of the larger, now-defunct Kingdom of Senathia. Once the Melgothi had been suppressed, Calanan ships navigated the Gulf of Maebon and beyond, running goods as far as the Anokan Sea. However, dissatisfaction with the former monarchy led to a fracturing of Senathia, and a rebelling of the children of the monarch. At that point, the royal court of Ajama pulled political strings and used its influence to take over (mostly arguing that if Cala wishes to survive a Melgothi resurgence, they should pledge loyalty to the Ajama). Princess Amelia is an elder woman, and brother to Prince Dernae of Enorti. As such, many militants within Cala view her inevitable demise as an opportunity to free Cala from the grips of the proud Elves of the Suruli Forest. This seems to be nothing but a distant dream, and Ajaman politicians have done much in their power to suppress this movement before it can gain proper momentum.
Kingdom of Senathia (NPC)
Ruler: King Dasonil II
This kingdom no longer exists, but the throne of it is located in the capital of Lorenathia. It has been split between the principalities of Enorti and Cala, and the Grand Duchy of Lorenathia. Many view the fall of Senathia as the doing of the Ajama royals, who effectively instilled corruption within the former throne. To lay out the complicated politics of Senathia:
- It used to be composed of Lorenathia, Enorti, Cala, and several city-states of varying power and influence.
- It used to be a grand kingdom, and in direct competition with Ajama.
- As the Melgothi invaded, the monarchy did little to protect the peasantry, yet still accumulated riches and wealth.
- The peasantry rebelled, and Senathia fractured into two principalities and one grand duchy. Since then, there is a king but only in name. Senathia no longer exists, though the throne of Senathia does (and technically, it is occupied by King Dasonil II).
- The current prince of Enorti and princess of Cala are great grandchildren of the overthrown king, who have no relation to Dasonil II (who is a brother of Duchess Segaila of Lorenathia).
- Cala went its separate ways, refusing to pledge loyalty to Lorenathia, viewing it as an extension of the formerly corrupt monarchy. They eventually fell in line with Ajama.
- Enorti attempted to play many sides, which has now resulted in its complicated state of affairs.
- Senathia encompassed a variety of races, including Elves from northern Suruli.
- The Kingdom of Senathia did not include the current Grand Duchy of Halde, though it was affiliated and considered an important ally (currently, the Lorenathia-Halde Commonwealth, a religious and economic alliance, exists).
Union of the Sahoje Woods (NPC)
Ruler: Elf-Lord Mijahare
People: Elf (95%; primary; dominant political presence), Human (5%; cooperative; mainly a merchant class; no political presence)
Factions: Drena Hunters (3/4), Sahoje Wood Spirits (4/3)
Wealth: 1,000
Wonders: None.
Military: Highly capable Elvish soldiers, excellent longbowmen, some highly magical wood spirits serving as druids, several tamed Sahoje bears, rangers and scouts hailing from the Drena River
Army: 25 companies
Navy: 0 (landlocked)
Growth: 15%
The ancient Sahoje Forest is home to some of the oldest spirits in Sekai. These spirits were instrumental when the Elvish families of the forest began to gather in councils, and eventually unify during the first few centuries of the Third Age. Many factors led to the unification of the Sahojean Elvish families. First was the persistence of Goblin raids from the vicious caves of Diedric's Skyhorns, which even the Dwarves of those peaks could not prevent. These raids proved to be a serious threat to the livelihood of Sahojean Elves and their passage to Palerise and the Tealstone River. Secondly, the ancient Orcish city-state of Helisk frequently led war parties into the Sahoje, seeking Elvish slaves. The only option was unity. When the Elf-lords unified the Elvish families, they repelled the Goblins of Diedric's Skyhorns, dominated the Orcs of Helisk in battle, and even created somewhat favorable trade relations with the more agreeable Goblins of Tavastara-Zai. The Union of Sahoje now serves as a crossroads of sorts between the Agadans, Skyhorns, and Peaks of Ulum, assisted by the twin trading cities of Luxavo and Tavastara-Zai, and their clever merchants.
Kingdom of Mulund (NPC)
Ruler: Dwarf-Lord Ulen IV
People: Dwarf (80%; primary; dominant political presence), Gnome (10%; cooperative; some political presence), Human (5%; cooperative; no political presence), Elf (5%; court observers and merchants from Ajama)
Factions: Mining Caste (4/3), Ajama Court Observers (4/2), Great Hall Isolationists (4/1)
Wealth: 1,000
Wonders: None.
Military: Capable Dwarvish soldiers from the deep Mulund Halls, decent siege capabilities
Army: 15 companies
Navy: 0 (landlocked)
Growth: 10%
Ruled by Lord Ulen, the small Dwarf-kingdom of Mulund is located within the Peaks of Ulum. From their peaks, the hesitant Dwarves of Ulum have begun to interact more with the various political entities surrounding them - most notably the Kingdom of Ajama, which has been instrumental in the "opening up" of Mulundi's great halls. Now the once-isolated halls of Mulund have begun to teem with foreigners and travelers, some remaining in the mountains permanently. The precious metals and materials found within the Peaks of Ulum have thus been exploited by the coming and going of merchants, something which has lessened the loyalty of the powerful mining caste which has dominated Mulundi society for centuries. As if the heightened presence of foreigners and merchants was not enough to anger the Dwarvish isolationists, the Kingdom of Ajama has insisted that a permanent troupe of Elvish advisors, court observers, and merchants remain within Mulundi territory. The Dwarves, having little resources to reject the requests of the powerful Elvish kingdom, have accepted and complied. For now.
Kingdom of Wyldra (NPC)
Ruler: King Sucarold II
People: Elf (60%; primary; most political presence), Dwarf (20%; cooperative; some political presence), Human (15%; cooperative; little political presence), Goblin (5%; subjugated; lesser citizens)
Factions: Pirates of Coralfire (5/1)
Wealth: 1,500
Wonders: The Hollow Harbor (excellent trade revenues; protection from the sea)
Military: Highly capable sailors and experienced captains, seasoned soldiers, Elvish scouts, longbowmen, and other Elvish elements, decent siege capabilities, sea-worthy cogs
Army: 20 companies
Navy: 5 ships
Growth: 15%
The Kingdom of Wyldra has, for a long time, been highly capable of sailing. It is Wyldra which cemented the downfall of Melgothi ships centuries ago, and it is Wyldra which many look to today to do the same. However, Wyldra now has a dirty secret, which is not really a secret at all: the entire governing body has essentially been commandeered by the Coralfire Pirates. These pirates, once only a minor nuisance to shipping lanes in the Kiorman coastal regions, have expanded their operations significantly and have members of their guild occupying the highest positions of power within Wyldra. The current king, Sucarold II, is not a member of the pirates, but has been paid for nicely and must obey certain policy decisions in order to maintain his post and not be killed. Despite their hold over Wyldra, the Coralfire Pirates have made a clear separation between their piracy and the affairs of government. They use their influence to keep government out of pirate affairs, and have even allowed the establishment of a small, nominal Wyldran fleet. The Coralfire Pirates also have little interest in preventing a resurgence of the Melgothi longships; in fact, such an event might even contribute to the number of targets for their makeshift and efficient junks. Of course, even pirates have their weaknesses, and any attempts by these pirates to expand operations into the Anokan Sea have been met with severe failure (due to the presence of the various seafaring polities of that sea).
Free State of Jyiru (NPC)
Ruler: Council of Elves
People: Elf (90%; primary; only political presence), Orcs (8%; cooperative; considered equal citizens), Goblins (2%; cooperative; considered second-class citizens)
Factions: Lorelan Lizardfolk (3/5), Marsh Spirits (2/4)
Wealth: 1,000
Wonders: The Jyi Gemstone (marsh-creatures are kind to Jyiru Elves)
Military: Extremely capable Elvish soldiers, scouts, rangers, and longbowmen, excellent druids, several clans of loyal Lizardfolk, lizard cavalry, some marsh spirits
Army: 20 companies
Navy: 0 (landlocked)
Growth: 10%
In many ways, Jyiru is the last "safe" realm before entering the Lorelan Marshes. Jyiru is very accepting of travelers, and its major cities host inns safe from the dangers of the marsh. Because Jyiru is located on the fringe of the marshlands, they are also considered the protectors of that great swamp, and all the creatures that inhabit it.
Isolated Peoples of Dainelai (NPC)
Ruler: Sorcerer-King Laienat
People: Elf (100%; primary; only race)
Factions: The Openers (1/2), White Bramble Sorcerers (4/5)
Wealth: 800
Wonders: The White Bramble (protection to the forest; protection within Dainelai territory)
Military: Extremely capable Elvish soldiers, scouts, rangers, and longbowmen, a group of dedicated forest mages, extremely powerful sorcerers, tamed and powerful tree-folk, some loyal eagles from south Agadans, a few tamed giant spiders
Army: 7 companies
Navy: 0 ships
Growth: 5%
The Dainelai are an ethnicity of rare Elves who have not expanded from the Eltalon Forest in several generations. It is suspected that today, not a single Dainelai exists outside of their original forest. They are a mysterious and isolated group of Elves, ruled by a powerful sorcerer who has apparently been alive for most of the Third Age. This sorcerer, along with a school of mages he founded as well as a dedicated effort to seek out and train other sorcerers, has created what is called the White Bramble. The White Bramble is an ever-moving, ever-growing wall of thick, white thorns around the Eltalon Forest. It is for this reason that travelers do not find easy access to Eltalon, and why little is known about the inner workings of Dainelai society. While not impossible to contact, diplomatic responses from the Dainelai are usually cryptic and make little sense. The only reason any knowledge at all is known of the Dainelai is from eagles from the Agadans, many of whom are loyal to the Dainelai, but who nonetheless give information to other druids and animal-chatterers from far-away lands. The Openers are a group of Dainelai who wish to end isolation. They carry little weight and have gathered little support.