Krandryia

The highlands located just east of the Kingdom of Dakar are home to a diverse collection of family clans and tribes. While most of the inhabitants are human, there are several villages of dwarves, orcs and goblins. The northeast of the land is controlled by some rock trolls, but they rarely deal with their neighbors.

What brings them together as a nation is not only a fierce defense of the highlands, but binding oaths made to Alderok. Alderok, also called the Honor's Bite, is to have been the weapon wielded by Vayne when he slew the Chaos Lord Sanmmuhhphir to end the Dark Ages and trumpet the Return of the Gods. Alderok was given the men of these lands so they may stand against the darkness.

  • Capitol: Adderroc
  • Demonym: Krandryians or Vaynites
  • Government: Champion by Combat
  • Monarch: xxx
  • Area:
    • Total Land: 120,000 km2 (47,000 mi2)
    • Arable Land: 21,500 km2 (18%)
    • Forests: 57,600 km2 (48%)
  • Population: 550,000
  • Currency:
    • kan (1 oz silver)

These lands were created when Vayne passed the axe into the hands of men, he created a beacon that drew many to its cause - the cause of honor and battle. These highlanders, calling themselves Vaynites, were fierce warriors who neither asked nor gave quarter to those who followed the lords of chaos. The reputation of the Vaynites spread quickly throughout Miran and soon legend overtook reality.

Decades later it was the dakarians and their magicians who finally defeated these untamed warriors. In the first few years of the Kingdom of Dakar, King Reiner I led his knights and marched into the highlands to conquer the Vaynites. The conquest was a failure, but during the battles Alderok disappeared. The Vaynites tell tales of dark sorcery that stole the souls of their warriors and allowed the Dakarians to steal the axe. Dakarian history say that the Dominar surrendered to their knights and were given the axe as part of the surrender. No matter the truth, the end was that the axe left the highlands and disappeared.

The Vaynites had descended into a land now inhabited by trolls, orcs, goblins, and all manner of creatures. The few humans who still remained lived in small clans under the guidance of the warlocks who once provided wisdom to the Dominar. The warlocks stopped any from entering Adderroc until the return of Alderok to its rightful place. Several thieves over the years have entered the great keep, but none have ever come out. As the decades passed and the remaining Vaynites descended into clan warfare, Adderroc and the warlocks waited.

Forging of Krandryia

It came to pass in the Kingdom of Dakar, upon the death of their father King Reiner II, that his twin sons were left to inherit the throne. King Reiner II had died from an assassin’s dart with no time make the line of succession clear. Kran was strong-willed and was an excellent general during his years with the army. Most of the military and many of the younger nobles rallied behind his cause. Joshua was more like his father, thoughtful and politically savvy, most of the established nobility rallied around him.

The civil war was just beginning in the outer holdings when both princes met in secret and decided upon a solution. Kran abdicated the throne to his brother in exchange for release from oaths of fealty for those that would follow him. He would leave the kingdom with his followers to forge a new nation. In just a few weeks the civil war was over and Kran, along with his followers, left their lands behind and traveled east into the highlands of Vayne.

It was a difficult journey, as they were under near constant attack from both the Vaynite clansmen and the creatures that had settled these lands. Undeterred these men built keeps and fortified towns as they pushed their way deeper into the highlands. Although his advised by men he trusted with his life to stop and strengthen their hold on the land, Kran continued to push east. So it was, after nearly a year, that he stood before the gates of Adderroc. Both the warlocks and his men watched as Kran entered the accursed city alone.

For ten days his men camped outside, thankful for the respite from battle. On the morning of the 11th day the gates swung open and Kran emerged carrying Alderok. Legends say he battled the spirits of those Vaynites whose courage faltered and mastered them and that he slew the lingering spirit of Sanmmuhhphir which stained the land. The warlocks declared Kran the Champion of Vayne and quickly spread the news through the land. Within months, leaders from each of the Vaynite clans came to recognize their new Champion an renew their vows upon Alderok.

Kran died on the throne having bested every challenger that faced him over the years. Ten valkyries appeared at his burial and escorted him to Vanheim. Upon seeing this the warlocks renamed the land and those who lived here Krandryians after the man who reclaimed their honor.

The borders of Krandryia are nearly identical to the borders the Vaynites controlled at the peak of their expansion. The northern border is defined by the basalt flows from the Iron Mountains; although the exact boundary is unclear as the rock trolls drive off any intruders. The Heule, Illthande and Isar River are the generally accepted borders; although a great deal of cross-border raiding happens over each of them.

Krandryia is sub-divided into four geographical regions. The Basalt Hills is in the northeast corner, the Southwest Lowlands, the Central Highlands, and Eastern Uplands. Except for the Basalt Hills controlled by the rock trolls, the other lands are further sub-divided into various regions controlled by Vaynite clans and other villages that have swore fealty upon Alderok.

Except for the lowlands, the land is more suited for herding and hunting than agriculture. Several Champions have tried to extend their lands west, but the Dakarians have repulsed each of their efforts.

To the east is the White Sea which provides a bounty of fish and whale oil. The Krandryians have several settlements along the shore, but their attempts to expand further east into the prairie has met with fierce resistance by the tribesmen of Carthia.

Economy

The Krandryian economy is dominated by the small amount of arable land capable of sustaining agriculture that can be found in the highlands. Instead, most of the arable land is turned over to pastures for the raising of goats, sheep, pigs, and cattle. Highland cheeses are highly prized by the wealthy in both Dakar and Irill. Krandryian merchants have a reputation for excessive haggling, seemingly enjoying it more than the actual trade itself. In addition to cheese the Krandryians export mostly various ores and other mining wealth.

When Kran claimed Alderok he knew he would have the loyalty of the Vaynites and his own followers, but many others had settled into the highlands over the years. To rule the land he divided it into 23 burghs each ruled over by a Burgess named from each of the largest factions. Each Burgess exercises a great deal of control over their own land, providing Adderroc only with a small fraction of their economic output. Six of the burghs were given to his loyal followers, twelve went to the Vaynites, three to the dwarves, and the final two were given to the two largest orc tribes.

Demography

When Kran and his men first crossed over the border the population of the land was about 200,000 Vaynites and another 75,000 dwarves and orcs. Since the restoration of Alderok, the land has flourished and the population has grown. There are currently 400,000 men of mixed Vaynite and Dakarian heritage, along with 150,000 others - mostly dwarves and orcs.

Linguistically the majority of the population speak Dakarian, Tradestongue, or a dialect near enough Dakarian to at least be understood. Even in the burghs controlled by the dwarves and orcs a large percentage of the population speak at least passing Dakarian. Given the large number of merchants a single language has been a necessity of trade.

Society

The laws of the land have ensconced a weak feudalism based more on clan/family loyalty and strength of arms than hereditary rule. Each burgh remains a law unto itself with very little oversight or control from Adderroc. Whenever there is a new Burgess, they are required to travel to Adderroc within the cycle of 1 moon to reaffirm their vow upon Alderok. How each burgh selects its Burgess is up to those that live in that burgh, as is how much power each Burgess holds.

The Dakarians burghs have given their Burgess all of the power and rights of the great Earls. Rule has been carried forward along the family line from the six men who first swore allegiance to Kran before he left Dakar. The Vaynite and Dwarven burghs are controlled by the strongest and oldest family clans through a series of marriages and oaths of loyalty. The orcs use a system of survival of the fittest. The Burgess holds the title for life, which is traditionally short.

In most cases the movement of the rulers has little impact on the rules. This is a land of fire and steel where the land you control is strengthened by your own skill at arms and that of your neighbors. Villages and towns even in the most “civilized” parts are heavily fortified against raids. Vayne rewards strength and burns away weakness, so the people of Krandryia remain fiercely independent and untamed.

The Great Games

This is the largest game in Krandryia and draws plenty of outsiders as well. It is held every six years on the fields outside of Adderroc. While the games holds plenty of contests, challenges, and festivities; the main reason for the games is to see who Vayne favors to lead his chosen people. By law, anyone can enter the grand competition, but tradition dictates that each burgh will send a single champion. The champion deemed most worthy over several competitions will face the current Champion in single combat. The winner of this combat is declared the Champion and given the right to rule.

In recent times the games have drawn Dakarian Knights, Irillian legionaries, Carthin raiders, and others from outside of Krandryia. While they are free to participate in the Champions games, most of them are drawn to the games by the heavy purses offered to the winners of other events.

Religion

Most of the Vaynites descended from various clans that crossed over the Iron Mountains long before the Dakarians passed through Stoneheart Hold. They brought with them the gods whom they worshiped, principal among them Vayne the god of battle and Gemen the forger. When Kran arrived he brought with him several priests of the temple_of_light. While Kran ruled the Temple of Light spread quickly among the Vaynites. With the passing of Kran the Temple has lost much of its momentum, especially given that two Champions where dwarves. Still the Temple of Light is the largest organized religion in Krandryia, followed by the worship of Vayne, the Earthmother among the dwarves, and the orcish gods.

Warlocks

The Warlocks are not men who worship the gods nor do they act as intercessors between the spirits of the world. The Warlocks are men of knowledge and tradition, skilled both in the art of magic and law. They travel the land guiding the men of Krandryia in the true way of Vayne and the laws of the Vaynites. There are several mavericks among the Warlocks who want to drive out the Priests of Light for fear that they are corrupting the path of Vayne they undertook to trod. Their numbers have divided into small factions that have been working, sometimes overtly, to drive out the Temple of Light. Most of the Warlocks have at least cordial relations with the Priests of Light and instead see themselves more as observers and wise men rather then firebrands.

Culture

The culture of Krandryia is a patchwork of the traditions of the Vaynites, the newly arrived Dakarians, and the various peoples that settled in the highlands over the years. The creation of the burghs by Kran not only solved a difficult problem of clashing cultures, but in fact in many ways hardened the differences between them. Within each burgh, the Burgess has nearly total control over the lives of those that live upon the land. Even the Great Earls of Dakar cannot exercise such control of their subjects.

Oral history and tradition is carried by the warlocks who have been granted the privilege to travel the land as they see fit. They listen to the stories and observe the happenings, then pass that knowledge unto other Warlocks so that it is not lost. The warlocks maintain several chantries across the land where their oral history is written down so that it may not be lost. The largest chantry is located in Adderroc and dedicated to Alderok and those who have carried it in battle.

Krandryian law has its roots in Vaynian traditions with changes over the year that reflect Kran's rule over the land. Each of the burghs are free to codify their own laws as long as they do not stand in opposition to the laws of Adderroc or Vayne.

A rarely used law allows for the Champion to directly challenge any Burgess if they are believed to be straying from the path of Vayne. Tradition holds that the Champion is the voice of Vayne upon this world and none may deny his challenge without surrendering their honor. One without honor cannot rule for they have denied Vayne before all others. The Burgess may not select a champion to stand in their stead, but must face the Champion as an equal on the field of battle. This tradition has kept the Burgess from expanding their power much beyond their own borders.

Champion

The Champion is selected every six years at the culmination of the Great Games. The current Champion will meet with a single Challenger upon the field of battle. The Champion cannot wield Alderok as Challenger and Champion must stand as equals before Vayne. In the unfortunate event that both challenger and the Champion are killed, the thrown will stand empty until the next Great Games.

The Champion's word does not carry the absolute rule as King or Emperor. The edicts of the Champion only carry the weight of law within the reach of Adderroc, unless it is declared to be the word of Vayne. The word of Vayne is absolute law within the land and no man of any station may question it; except by issuing a direct challenge to the Champion. If the challenger should lose then their life is forfeit, but if the challenger wins then the law is withdrawn.

Brugess

Within their burgh, the Burgess rules as King. While it is true they took an oath upon Alderok, they do not swear fealty to any single Champion. The laws of Adderroc are few in number and the taxes owed are small. When Kran divided the into the burghs he ensured that Adderroc had enough land of sufficient quality to sustain itself without levying excessive taxes upon others. This gives the Burgess a much larger privy purse to than land owners in other nations.

Should a Champion seek to diminish the power of the Burgess, the Champion will find all of their edicts now face a challenger. In the face of such opposition any Champion not following the truest tenants of Vayne will surely fall. It is a balance between the Champion of Vayne and the Burgesses who rule their lands - when this balance is not maintained a divided house will fall.

Foreign Relations

Relations with their neighbors are not the sole province of Adderroc, but instead occur both from Adderroc and the Burgesses. Unless the Champion speaks an edict against the practice, each Burgess is free to seek whatever trade agreements they wish with the trading houses of other nations. The Burgesses are given a great deal of leeway in dealing with those that they border with only a small oversight from the warlocks who attend the Champion.

Stoneheart Hold

Main Article: Stoneheart Hold

Each of the dwarven burghs are ruled by clans that have clan members in Stoneheart. Stoneheart Hold is not simply a great gate that holds back the deprivations of the north from reaching the civilized nations of the south, but in one of the most religious places for the dwarves. The dwarven burgesses are not saddled with dual loyalties, but instead stand fast with the teaching of Vayne and the coming war against the darkness. They will still make a religious pilgrimage to Stoneheart Hold, but they swear an oath upon the Alderok. Dwarven traders are welcome to Krandryia in each of the burghs.

Carthia

Main Article: Carthia

The views of the Carthins is close enough to those of that Krandryians that may outsiders simply assume they are the same. Both people follow an ethos of skill at arms and independence. The Carthins believe that they must find their path to paradise, while the Krandryians believe they live to stop the darkness from consuming all. They can spend their mornings trading, their afternoons warring, and their evenings in the tavern drinking to each others exploits. Tomorrow may find one or the other dead, but the people of both nations have lived with that knowledge all their lives.

Kingdom of Dakar

Main Article: Kingdom of Dakar

In recent years relationships between King Reiner IV and Krandryia have thawed enough that cross-bordering raiding was kept mostly in check. Since the crowning of Queen Aurora I and the Dakarian invasion of the Republic of Irill they have returned to hostility. Known Dakarian knights and traders are still allowed with their lands, but most of the people from eastern Dakar have found trading in Krandryia difficult since the war started. The Champion has not, and will not, call his people to war against the Dakarians as they have not succumbed to the darkness nor called forth infernal creatures.

Republic of Irill

Main Article: Stoneheart Hold

The largest trading partner of Krandryia, Irillian merchants and craftsmen can be found in most burghs. Many Irillian craftsmen have decided to settle on the various border towns when they could not get a guild charter to practice their craft in Irill. Instead, they now ply their trade on the border and sell it to Irillian merchants who visit these thriving border towns. There are several border towns large enough that they dwarf the city of the Burgess.

Blackblood Clans

Main Article: Blackblood

The blackblood clans is a common name given to the clans of orcs, kobolds, trolls, and goblins that live in the Iron Mountains. Unlike their kin that hold lands in Krandryia, the blackblood have descended into barbarous tribes and rival clans. The burghs that border the Iron Mountains face constant raids from blackblood. Unlike in many realms, the leader has not called his land to war to fight the invaders. Instead the burghs themselves are responsible to maintain their strength in the face of these petty raids.

The only full-scale war occurred late in the rule of Kand when he raised his banner and called all free Vaynites (as they were all called during his rule) to war. The blackblood shaman had called for demons from the Infernal Realms to ravage the land. Kand and the Vaynites destroyed these demons then pushed into the Iron Mountains putting any blackblood village they found to the sword - no life was spared. The shaman were drug back to Adderroc in chains and were tortured until the end of their days.

Warfare

The Krandryians are known more for individual heroism than any feared formation or weapon. Vayne gives glory to personal battle honors. Legends are not made and ballads are not sung of the nameless spear carrier in the third rank of a century. Instead, they are sung about the hero who crashed into their spears, tore through their ranks, and was still fighting when he slew their centurion and broke their morale. Even the dwarves, who mastered disciplined warfare long before others fight in more ragged ranks which favor personal glory.

The Krandryians are constantly raiding their neighbors as well as each other. What they win from each other is foodstuffs and battle honors. The land is harsh and the Krandryians are not suicidal enough to destroy their neighbors crops and herds. Instead they capture battle honors and then trade them back for food and ale. The neighboring lands are much less fortunate as the Krandryians favor quick raids by irregular warriors who take what they want and then fade back in the highlands.

The warlocks almost never go on individual raids unless Vayne guides them; however, a few of them will heed the call to battle of a nearby Burgess and join a raid across the border. These warlocks will act in concert to assist the Burgess. When the Champion calls the land to war then many of the warlocks will join the Adderroc army when it marches out of the city. A large number of warlocks on the field of battle can turn the tide of any battle.