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atlas:krandryia [2013/01/11 05:33]
galacticcmdr [Warfare]
atlas:krandryia [2021/12/03 23:36] (current)
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 ====== Krandryia ====== ====== 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 [[bestiary:human]], there are several villages of [[bestiary:​dwarf|dwarves]],​ [[bestiary:orc|orcs]] and [[bestiary:​goblin|goblins]]. The northeast of the land is controlled by some [[bestiary:troll#rock troll|rock trolls]], but they rarely deal with their neighbors.+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 [[creatures:human]], there are several villages of [[creatures:​dwarf|dwarves]],​ [[creatures:orc|orcs]] and [[creatures:​goblin|goblins]]. The northeast of the land is controlled by some [[creatures:troll#rock troll|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 [[lore:​Alderok]]. Alderok, also called the Honor'​s Bite, is to have been the weapon wielded by [[lore:​Vayne]] when he slew the Chaos Lord [[lore:​Sanmmuhhphir]] to end the [[lore:Dark Ages]] and trumpet the [[lore:​Return of the Gods]]. Alderok was given the men of these lands so they may stand against the darkness. What brings them together as a nation is not only a fierce defense of the highlands, but binding oaths made to [[lore:​Alderok]]. Alderok, also called the Honor'​s Bite, is to have been the weapon wielded by [[lore:​Vayne]] when he slew the Chaos Lord [[lore:​Sanmmuhhphir]] to end the [[lore:Dark Ages]] and trumpet the [[lore:​Return of the Gods]]. Alderok was given the men of these lands so they may stand against the darkness.
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 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. 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 [[lore:Dakarians]] and their magicians who finally defeated these untamed warriors. In the first few years of the Kingdom of Dakar, King [[people:​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.+Decades later it was the [[orgs:dakarians]] and their magicians who finally defeated these untamed warriors. In the first few years of the Kingdom of Dakar, King [[people:​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. 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.
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 ==== Forging of Krandryia ==== ==== Forging of Krandryia ====
  
-It came to pass in the Kingdom of Dakar, upon the death of their father King [[people:​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. [[people:​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. ​King [[people:​Reiner III|Joshua]] was more like his father, thoughtful and politically savvy, most of the established nobility rallied around him.+It came to pass in the Kingdom of Dakar, upon the death of their father King [[people:​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. [[people:​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. [[people:​Reiner III|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. 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.
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 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 [[lore:​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. 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 [[lore:​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 [[bestiary:valkyries]] appeared at his burial and escorted him to [[lore:​Vanheim]]. Upon seeing this the warlocks renamed the land and those who lived here Krandryians after the man who reclaimed their honor.+Kran died on the throne having bested every challenger that faced him over the years. Ten [[creatures:valkyrie]]appeared at his burial and escorted him to [[lore:​Vanheim]]. Upon seeing this the warlocks renamed the land and those who lived here Krandryians after the man who reclaimed their honor.
  
  
 ===== Geography ===== ===== Geography =====
  
-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 [[wp>​basalt]] flows from the [[Iron Mountains]];​ although the exact boundary is unclear as the rock trolls drive off any intruders. The [[River ​Kald]] and [[River Isar]] are the generally accepted borders; although a great deal of cross-border raiding happens over each of them.+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 [[wp>​basalt]] flows from the [[Iron Mountains]];​ although the exact boundary is unclear as the rock trolls drive off any intruders. The [[atlas:​Heule ​River|Heule]][[atlas:​Illthande ​River|Illthande]] and [[atlas: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. 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.
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 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. 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 [[Carthin|Carthins]]. +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]].
  
  
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 ==== Religion ==== ==== 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 [[lore:​Vayne]] the god of battle and [[lore:​Gemen]] the forger. When Kran arrived he brought with him several priests of the [[lore: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.+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 [[lore:​Vayne]] the god of battle and [[lore:​Gemen]] the forger. When Kran arrived he brought with him several priests of the [[orgs: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.
  
  
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-=== Carthin ​=== +=== Carthia ​=== 
-//Main Article: [[Carthin]]//+//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. 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.
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 //Main Article: [[Kingdom of Dakar]]// //Main Article: [[Kingdom of Dakar]]//
  
-In recent years relationships between King [[people:​Reiner IV]] and Krandryia have thawed enough that cross-bordering raiding was kept mostly in check. Since the crowning of Queen [[people:Auora 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.+In recent years relationships between King [[people:​Reiner IV]] and Krandryia have thawed enough that cross-bordering raiding was kept mostly in check. Since the crowning of Queen [[people: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.
  
  
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 //Main Article: [[Blackblood]]//​ //Main Article: [[Blackblood]]//​
  
-The blackblood clans is a common name given to the clans of [[bestiary:​orc|orcs]],​ [[bestiary:​kobold|kobolds]],​ [[bestiary:​troll|trolls]],​ and [[bestiary:​goblin|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 blackblood clans is a common name given to the clans of [[creatures:​orc|orcs]],​ [[creatures:​kobold|kobolds]],​ [[creatures:​troll|trolls]],​ and [[creatures:​goblin|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 [[lore:​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. 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 [[lore:​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.
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 ==== Warfare ===== ==== Warfare =====
  
-The Krandryians are known more for individual heroism than any feared formation or weapon. [[lore:​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 [[lore:irillian legions#​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 known more for individual heroism than any feared formation or weapon. [[lore:​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 [[orgs:irillian_army#​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 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.