The Northern Kingdoms
The Northern Kingdoms of Lendaria is a region in the northwest of the continent. The Kingdoms are bordered on the east and north by the Great Range Mountains, to the west by the Lesser Ocean, and to the south by the Aracanar River. The region is home to five human nations, the Dwarven city of Dragonhearth and Fey kingdom of Thodethria.
- Great Range: The northern section of the continental divide. On the other side of the mountains is the Wildlands and The Savage North.
- Kvatch Peak: An active volcano near the dwarven city.
- Thodrin Forest: A deep, and some say enchanted, forest in the southern part of the Northern Kingdoms
- Splitpike Forest: A thick evergreen forest in the north. The southern border of Coronus.
- Crown Basin: Home of Coronus. It sits in a depression between the mountains and the hills that surround it. Despite being so far north, it is a fertile patch of ground; though not as much as the plains to the south.
- Sadian Plains: A large swath of plains and grasslands that make up the majority of the Northern Kingdoms. The northern part is scrubland, the south gives way to hills and grasses.
- Suicide Point: A cliff in the Northern part of the Kingdom that overlooks the ocean. This is rumored to be the place where King Sadian threw himself into the sea.
- The Trade Roads: Four main roads cross through the Northern Kingdoms. The center of the web is New Garadon.
- The Trail South: To get to the southern half of the continent, one would either travel through the Thodrin Forest, or would take the trail.
The Five Human Nations
- New Garadon: The central, and largest, city in the Northern Kingdoms.
- Jovus: A town in the mountains of the Great Range. Home to the Joint Mission of Celevar
- The Tribes of Tuuf: A loose nation of tribes that live in the Sadian Plains; predominantly in the southern half.
- Coronus: A town located in the Crown Basin.
- Port Souelle: One of the largest ports in Lendaria.
- The Royal Confederation: The five human nations formed an alliance between them to pursue matters of mutual interest. Recently, the Dwarves have joined.
- Hestavarian: The most widespread religion in the Northern Kingdoms. Worships Pelor, Erathis, and Ioun.
- Celestian: A large minority tradition in the Northern Kingdoms. Worships Bahamut, Moradin, and Kord.
Fate of the Common Man in the Northern Kingdoms
To put it simply, the Northern Kingdoms is not a free country. Most of the city-state governments specifically exclude commoners from taking part in their government, and some actively discourage it. In New Garadon, only the magically gifted have rights; in Port Souelle, power comes only from being part of the Souelle family. In Coronus, Jovus, and Tuuf, it is possible to climb the ladder of society, but it involves becoming a wealthy buisnessman in Coronus, or a military officer in Jovus, or surviving the brutal and uncivilized life in Tuuf to become either the Strongest, or be chosen to succeed as the Wisest, or through whatever means the tribe decides, become the Greatest. Rising to power among the Dwarves or Fey in Dragonhearth or Thodethria requires that you be born into it, at least in some small way.
The Crown of the World
Eight hundred years ago, a great hero arose in Northern Lendaria. Some say he was a warrior, other say he was a great wizard. But all agree that his name was Sadian. Under banners of war, and banners of diplomacy, he unified nearly all the nations on the continent. He made friendships with the Dwarves and the Fey, allied with the Dragonborn, and in less than twenty years, his banner flew in all cities west of the Great Range. Declaring his conquering work done, he settled into his castle near the glacier at the Crown of the World, in the very northern snow-capped peaks of the Great Range and ruled for another thirty years.
And then it all ended, and ended abruptly.
For reasons unknown, Sadian went alone to a cliff overlooking the Lesser Ocean, and without telling anyone why, without leaving any letters or instructions of any kind, threw himself off the cliff and into the rocks below.
The body was recovered shortly thereafter, and was buried with full honors in the crypt of his castle, which was then sealed off, the only request he left behind.
Sadian died with no heir, no ruling council, no court, not even a wife, a mistress, or an illegitimate child to succeed him. Chaos ensued. A variety of local governors and lords tried to lay claim to the vast kingdom, and civil wars erupted throughout the continent. The Dwarves and the Fey retreated into their homes and were not heard from again for some time.
Creation of the Royal Confederation
Hundred of years passed, and eventually, things began to settle down. People and rulers grew tired of generations of war, and little by little, rivalries and peace replaced open war. It was an improvement, though only a little one. Throughout the chaos, the Northern Kingdoms became separated from the lands to the south of the Aracanar River. But slowly, the distrust and isolationism of the Dwarves and Fey gradually faded, and Eladrin and Gnomes began to be seen outside the Thodrin Forest, and Dwarves outside of their ancient home of Dragonhearth
A hundred years ago, an army of Orcs and Hobgoblins flowed over the Great Range bringing war to the Northern Kingdoms. The people were caught unawares, but mounted a fierce resistance, eventually pushing the monsters back to whence they came. But in the aftermath of that struggle, the leaders of the five human nations decided that in the interest of their mutual defense, trade, and prosperity, that a union of sorts should be established among the five of them.
With all nations reasonably well matched militarily, and not wanting to cede any power to their rivals, it was decided that the five nations would not unify into a single one. Instead, they would keep their independence, but chip in for the common good. And so the Royal Confederation was created. Each of the five city-states would supply some of their troops, some of their equipment to the Royal Army. This army would be responsible for maintaining and defending the roads leading between the nations, and defending the land as a whole should it ever be invaded again. Everything for this army would be jointly done: split five ways between the five nations.
The one problem was leadership. After a long and tough argument, the five lords decided that despite their desires, there must be a singular executive in charge of the army, and that meant that one nation would have power over the others. But they decided to limit it, by voting for a lead nation, whose Champion would lead the Army. Every five years, there would be a new vote, and a new nation would become the “Capitol” of the Confederation, and the nation’s champion would be the leader of the Army.
Eighteen years ago, due to the long and stable friendships (finally) between the Fey Kingdom, the Dwarven City and the Confederation, the council decided to extend invitations to have the Dwarves and Fey seats and votes on the council. The Dwarves accepted the invitation, brining their great forges to the service of the Confederation. The Fey declined.
This presented a problem because there were now six votes on a council, and the lead nation at the time would always have the tie-breaking vote, giving that nation much more power than they had previously had. And because of a series of 3-3 votes, the City-State of New Garadon has been the Capitol of the Confederation since then.
For more information, see Royal Confederation.
The Age of Heroes
The dawn of the Age of Heroes has rapidly changed the environment in the Northern Kingdoms, and the promise of peace is threatened because of it.
Despite the alliance of the Confederation, all of the City-States are still all rivals of each other, and now with the Dwarves inadvertently tipping the power in the Confederate Council, acquiring the aid of heroes has turned into an arms race, with each nation trying desperately to find and woo these individuals to their official banner. None of the city-states, of course, want to donate their heroes, even temporarily, to the cause of the Confederation, keeping them on retainer as a piece of their official local army, and unofficially, their incredible talents are used as often as possible, and often against other nations. Each of the leaders believes that whomever has the most Heroes has the keys to power in the region. And they are probably right.
The Dark Enterprise
For Campaign Information, see Dark Enterprise.
The four of them had a massive impact on the Northern Kingdoms. For more details, see Dark Enterprise Story
Each hex is 25 miles across, 12.5 miles to a side.