Rival Nations

The kingdom is beset on all sides by enemies—ferocious reaver dwarves to the north (including those right on the doorstep in the Wolfmark), the Grand Duchy of Dornig to the northwest, the Rothenian Plain to the east, the Ironcrag cantons to the southwest, and Zobeck to the south. The Greater Duchy’s list of enemies also includes Grandmother Baba Yaga, the Daughters of Perun, and the exiled former queen of Krakova. The vampires could deal with any one of these foes individually without too much trouble, but the combined alliances against the undead nobles lead them to take a more considered approach, holding the passes when they must and raiding the lowlands with fire and sword whenever they can. Morgau draws special hatred for its tendency to wage winter wars and to fight by night, both conditions that favor its undead soldiers and make life hard for its enemies. Those enemies return the favor in daylight hours, when vampiric officers rest and ghoulish sergeants avoid the searing sun.

~ Midgard World Book by Kobold Press

Dwarves

Of all the those who count the Vampires as their enemies, it is Dwarves who consistently prove to be the most troublesome and implacable. The first of these were the Dwarves of the Ironcrag Cantons (Hill Dwarves) who stopped Lucan’s westward expansion over 250 years ago. More recently Raver Dwarves from he Northwards (Mountain Dwarves) have also thwarted similar Vampire ambitions. Fortunately for the Vampires the Dwarves do not seem able or willing to advance against them much further than they already have. Conflicts between the two have devolved into limited and controllable boarder skirmishes.

The Canton of Grisal and the Black Fortress

The Black Shield of Grisal

There are no less than 13 known and recognized Dwarven Cantons within the Iron Crag Mountains, all of which may lend warriors to fight the Vampires in times of war, but in practical terms there is only one who regularly battles with the Blood Kingdom.

The folk of Grisal are among the most pious of the cantonal dwarves, with special emphasis in worship placed on Volund and his son, the solar god Khors, as well as Grajava the Shield Maiden (a mask of Sif) and both Wotan and Thor-Perun. Fully one-tenth of the canton’s dwarves are clerics, paladins, or servants of the temples in some fashion. Grisal’s priests are kept busy, since its halls stand above the Zombie Wood of Zwargau and within sight of a temple of the Red Goddess, where the dead are brought to serve the living. For the most part, the Black Canton strives merely to keep the undead at bay. From time to time, though, its younger warriors mount raids against the province of Doresh in the Blood Kingdom, slaughtering zombies and skeletons by the score during daylight and returning across running water before nightfall. Those who fail to return are sometimes seen again as black-armored servants of the Red Goddess Marena.

~ Midgard World Book by Kobold Press

Important Persons:

  • Enzali Hackel, Dwarflord of Grisal, Defender of the North; and,
  • Jaro Whitebeard, Commander of the Black Fortress

Great Gods of the Cantons: Volund (patron god), Thor-Perun, Khors, Lada, Ninkash
Trade Goods of the Cantons: Iron, weapons, armor, beer, cheese, leather, wool, adamantine, mithral, gold

The Dwarves of the Worlf Mark

The Wolfmark

When the vampires of the Principalities invaded the Electoral Kingdom, Skuti the Whelp, the youngest son of the king of Wolfheim, spotted an opportunity for glory. Skuti arrived in Krakova with several dozen longships, landing on the coast to the north of Jozht. But instead of raiding the coastal villages and returning across the Nieder Straits with their ships full of plunder, the reaver dwarves stayed, establishing a new fortified settlement at Skogarholm and offering protection to Krakovans fleeing the undead as long as they were willing to pay tribute.

From his new base, Skuti’s holdings grew over the next
few years until the whole peninsula and even the city
of Jozht fell under his control, …

~ Midgard World Book by Kobold Press

One of Skuti’s first actions as “Jarl” was to harden the defenses of Jozht, City of Fish.
An ambitious construction project was “sold to him” by a cadre of enterprising Iron Crag engineers and glib Salzbach financiers. Formerly a somewhat ordinary fishing village with and earthen city wall and brick towers, the Jozht defenses were replaced with an inner wall connecting the old (newly refurbished) towers, and an even larger outside earthen wall earthen lined with stone and surrounded by a moat. The construction costs for this work has not been cheep and Skuti has had to increase the tribute demanded of the local Krakovian population. In addition he has had to promise a large portions of the cities future fishing revenue to other Salsbach merchants from whom the city imports vast quantities of salt. As the City (and Skuti’s) debts increased construction of the moat had to be halted before the final section of it could be completed along the western half of city. As frustrating as the financial situation may be for the local Krakovian population most still consider it preferable to Vampire rule.

In recent years discussions have taken place between Jarl Skuti and exiled nobles loyal to Queen Urzula of Krakovai, who have proposed that the royal court-in-exile recognize “The Barony of Wolfmark”—in exchange for liberating more territory from the Blood Kingdom on the queen’s behalf. There are indications that the Queen is amendable to such an agreement provided proper oaths of fealty are tenured. As for the Jarl, he has been much more circumspect. While the discussions are still ongoing some are beginning to think that Skuti is playing for time and would rather be King of a small country rather than a high noble in a larger one.

Important Persons:

  • Skuti the Whelp, Jarl of The Wolf Mark;
  • Snori Goldring, Commander of the Dwarven Garason at Jozht; and,
  • Saline Gunterson, local representative of the Salzbach Salt Mining Association

Great Gods of the Wolfmark: Thor, Volund, Wotan, Ninkash, Loki
Trade Goods: Pine, amber, wool, salted fish, apples, honey


The Free City of Zobeck

Zobeck’s relationship with the Blood Kingdom is a complicated one. As a multi-racial city of free citizens (Humans, Gearforged, Kobolds, Dwarves, and many others) who are governed by an elected City Council and Mayor, Zobeck has no love for feudalism and on that principle does not support the tyrannical rule of the Vampires in Morgau, Doresh, or Krakovia.

But for this same reason relations between Zobeck and several of it’s other neighbors (The Duchy of Dornig, Pernunella, and the Magdar Kingdom) are often strained. The very existence of “The Free City” is an uncomfortable reality for all forms of “Nobility” (both living and un-living) as it sets a bad example for the peasantry and lower classes.

Zombek is the economic and trading hub of the entire cross-roads region and there are are also powerful business interest that wish to maintain open trading relations with the Blood Kingdom as well as maintain access to its through roads to the lands to the northeast . The use of these roads are not free and merchants must pay a literal “toll in blood” but the profits to be gained can be well worth it.

When there have been hostilities both Zobeck and the Vampires have resorted to proxies and “rouge elements” that have allowed each a certain level of deniability. For now, trade must be maintained. But there are those who advocate for stronger action against the Vampires, both for altruistic reason and to make a profit.

Important Persons:

Great Gods of Zobeck: Rava (patron), Lada, Perun, Holda, Svarog (Volund)
Trade Services: Industry, logistics, portering, engineering, manufacturing, and finance.


The Grand Duchy of Dornig

Of all the nations that boarder The Blood Kingdom perhaps none is more to be feared than the Grand Duchy of Dornig. It is old and fearsome with deep wells of power. But having very recently undergone an internal conflict it’s people have little desire for “foreign adventures.”

Politics in the Grand duchy is dominated by its many noble houses and other influential factions who rarely agree on anything except their unwavering loyalty to their beloved Imperatrix.

For her part, healing the internal wounds of the country are is the the Imperatrix’s primarly concern and a war against the Vampires is not something she would consider without having powerfully allies, and also a strong consensus among her people. At the present time both of these factors are lacking.

The Grand Duchy of Dornig does not have a single capital. Instead the government moves from city to city on a rotating basis once every three years. After the end of the recent civil war, the royal court moved to Hirschberg, and has scene moved again to Bad Solitz, which serves as the present capital. The Imperatrix has announced that she would next like to reside in Salzbach for a term before returning to Reywald. With the exception of the time Imperatrix lived in Salbach during the final weeks of the civil war, this will be the first time that the City has served as the Nations Capital and the news has set off a massive construction effort.

Important Persons:

  • The Beloved Imperatrix, Regia Moonthorn Kalthania-Reln vann Dornig;
  • Prince Dimitor of House vann Rottsten;
  • Grand Baron Dymytros Howlik vann Rottsten
    The Heroes of House vann Rottsten and the Crown
    • Earl Stanislaus Repetski, Lord of Arching Castle; Liaison to the Court of Queen Urzula of Krakova,a nd Ambassador at Large
    • The Countess Thia of the Black Slab, First Chair of the reformed Council of Lords Arcane, Enchantress of the Royal Court, and Mistresses of Time
    • The Marquess Gaddir, The Four Legged, Raider of Dwarves, and Lord Reaver of the Wasteland Marches;
    • Bishop Luca da Canal, Enlightener of Merchants, the Sober Warrior, and Rector of the Salzbach Cathedral of Saint Rayas the Valkyrie of Khors;
  • Prince Octabian of House Hirsh-Dammung;
  • General Embrose Hirsh-Dammung;
  • Prince (position currently vacant) of House House Aldous-Donner; and,
  • Saintmistress Rowanmantle, High Prestes of Yarila and Porevit;

Great Gods of Dornig: Yarila and Porevit, Lada, Perun, Holda, Volund
Trade Goods: Varies by city. The Largest regional industries include metalwork, leather goods, agricultural products, perfumes, minerals especially salt, fish, and ships.

NOTE: The Grand Duchy of Dornig was the primary setting for my previous campaign and as such it is a place of special interest for myself and some of my players.


Krakovia – a kingdom in exile

For those who remember the horrible day of their flight and exile, The Electoral Kingdom of Krakovia still lives on in the hearts and minds of its refuges scattered throughout Dornig, Courlandia, Zobeck and Dwarven lands. But now 15 years after fleeing their homeland time may be running out for the Krakovian cause. The younger generation has adapted to the new reality and begun to make to lives for themselves in their “new homes.” Worse still, there are reports from within the Blood Kingdom that many who could not flee, both faithless nobles and ungrateful peasants, have have grown accept and even support, Vampire Rule.

Important Persons:

  • The Queens Court in Exile (described below)
  • The many surveying members of the Slahta (Krakovan Nobles and land holders) who must elect a new King, if and when they should ever retake their lands.
  • Sir Stanislaus Repetski, Lord and Earl of Arching Castle, is Krakovan by birth and breeding, and though he is bound by oaths of fealty and obedience to Prince Dimitor vann Rottsten and to the throne of Donrnig, his heart still beats in support of the Krakovan cause like the galloping hooves of a charging hoarse.

Old Gods of Krakovaia: Wotan (patron), Perun, Svarog (Volund), Yarila and Porevit, Sif

Queen Urzula of Krakova

When the undead tides of Morgau and Doresh rolled into Krakova, a flood of refugees washed up on Dornig’s shores. They included the widowed queen of the kingdom, her daughter Zosia Waleskam, and her brother-in-law, the Archduke Avgost. The refugees swamped the small city of Kariessen, and with the aid of Embrose Hirsh-Dammung, settled there. Urzula pressed on, hoping to find relief from the Royal Court.

She was disappointed, for the Imperatrix rebuffed her efforts for several years, growing distant when pressed for troops. Then, when the Imperatrix slipped into a comatose state, those who ruled in her absence were divided and even less unwilling to commit aid. So she remains the queen-in-exile, welcome to court but unable to do anything to help her people or take back her kingdom. As a result, she does what she can—testing the borders, taking care of her people, and trying not to be a pawn in the power games of Dornig. She has allied with Embrose (who now has a vampire kingdom as a neighbor) and Saintmistress Rowanmantle (who hates the undead on principle). Her ultimate goal is to return to her kingdom and avenge her dead husband. That day has yet to come, but she is gathering friends and planning to raise an army.

~ Midgard World Book by Kobold Press

Sensing that time is running out Queen Ursula is becoming more desperate in her plans. She has gone so far as to send envoys into the Rotarian Plain in search of the arch crone Babba-Yaga to see what kind of deal might be made with the old witch. So far none of her messengers have returned.


Courlandia – The Fame Dragons Hold

Zennalastra, the Red Queen, in all her natural beauty

Nominally a vassal state of the Grand Duchy of Dornig, Corlandia is ruled by the iron claw and fiery breath of Zennalastra, the Red Queen.

Many years ago Zennalastra left the Mharoti Empire at the request
(some say compulsion) of the Imperatrix of Dornig. Other rumors say she was no longer welcome in her former home in the Dragoncoil Mountains. Whatever her true motives may have been Zennalastra flew north, declared herself ruler of the peninsula north of the Wormwood forest, roasting and devouring anyone who objected.

For years she remained isolated, engaging in no external entanglements and quietly abstaining from all politics in Dornig despite officially being one of its ruling nobles.

But five years ago all that changed. During the the Imperatrix’s convalescences and disappearance the Dragonborn and Kobold armies of Courlandia landed in Gemport and quickly took “protective custody” of Prince Demeter vann Rottstien who was forced to declare the Red Queen a friend summoned to aid the Kingdom. This was the first time Zennalastra had even stepped foot in Dornig and many assumed this was an opportunistic land grab taking advantage of the conflicts among the other Great Houses. But the invasion was all to well planned to be enacted on in the spur of the moment and it was later relieved that the real treachery and source of the nations woes came from a black cult corrupted by the worship of Chernabog, and hidden within the Dragonborn ranks. Though a cloud of suspicious still hangs over the Red Queen with regards to what her real intent was, she was speared any lasting consequences from her “coup” because she and her loyal retainers helped to pacify the kingdom once the Imperatrix was rescued and revived through the unexpected heroism of house vann Rottstiens newest agents.

Zennalastra, … dressed for sparring

The Red Queen has seance returned to Corlandia to smolder once more in her brooding isolation. No one, except perhaps the Imperatrix, knows her motiveless or what is preventing her from doing what all dragons were born to do, concur and rule!

It is said that she maintains the unquestioning obedience of her human subjects through her both her fiery temper, and the swiftness with which she executes justice. Her dragonborn retainers are also much enamored of her unearthly beauty, in whatever form she takes. Young members of her Dragonborn phalanx have been known to fall truly and quite hopelessly in love with their Queen.

There have been reports of increased kobold activity in the Ostre Hills, in eastern Krakovia, leading some to suspect a the Red Queens agents may be operating within the Blood Kingdom. But Kobolds are ubiquitous in Midgard and just as often have loyalty only to themselves.

“…for the love of She who burns…”

Great Gods of Courlandia: Baal (patron), Loki, Svarog (Volund), Veles, Wotan
Trade Goods: Ships, salt fish, cattle, oak timbers, smoked oysters, pearls


The Magdar Kingdom

The Magdar Banner

At first appearance there should be no greater enemy to the the Vampires than the stalwart knights of the Magdar Kingdom, and this is true in spirit if not in practice. As the last nation with the strongest devotion to the Sun God Khors, the Magdar stand as a bastion of light and righteousness in a chaotic world. However, the Magdar, like their eastern neighbors in Perunella have more pressing maters before them. Both are favorite raiding grounds for the Centaur hordes of the Rothenian Plan and both have been the target of repeated invasion attempts from the ever expansionist Mharoti Empire. The most recent such attempt has seen the Dragons establish a client state of savage “Black Sun Orcs” within the white mountain marches, directly on the Margar boarder.

Important Persons:

  • Her Illuminated Majesty Queen Dorytta the Fair; and,
  • Lord Clarikon the Golden, Protector and Grand Marshall of the Order of the Undying Sun

Great Gods of the Magdar: Khors (patron), Lada, Perun, Svarog (Volund), Holda
Trade Goods: Wine, brandy, peppers, wheels and barrels, hazelnuts and walnuts,
barges, oak and alder wood, fine ceramic, wool, salt pork, copper, peat

The Order of the Undying Sun was established in the Magdar Kingdom and was spread beyond its boarders for the express purpose of exporting Magdar culture, ethic, and influence – and also for bolstering and supporting the worship of Khors which has been long in decline outside of the kingdom’s own boarders. Though rarely successful in these endeavors, the order has long been welcome in places like Zobeck and Grisal expressly because of its opposition to all things evil and to the unread in particular. Most recently a small chapter has formed around the new missionary cathedral build in the City of Salbach. The Undying Sun was once preeminent among the knightly orders in Krakovia before the local chapter was destroyed when the nation fell to to the Vampires. The Order itself wishes to see its influence in Krakovia rise again (like the new dawn).


The Duchy of Perun’s Daughter (Perunella)

The Duchy of Perun’s Daughter is a nation of warrior women whose culture could be described as “Amazonian.” The are ruled and defended exclusively by women while the men occupy themselves with labor and domestic tasks. Like the Magdar they are beset by attacks from Centars and the Mharoti Empire. They are also at odds with most of their neighbors including the Magdar and most especially the slavers of the Ruby Despotate.

They are also to far south and to small in number to ever pose a real threat to the Blood Kingdom … none the less they despise the Vampires who have been known to make special hunting trips to take captives from among their women and girls.

Important Persons:

  • Her Divine Transcendence, the Duchess Vasilka Soulay, Demi-goddess child of Perune

Great Gods of Perunella: Perun (patron), Baccholon, Lada, Yarila and Porevit, Sif
Trade Goods: Fine cloth, divine magic, fish, furniture, honey, oranges, jewelry,
oysters, timber


and finally … Centaurs
…. you heard me, CENTAURS!

In ages past the Blood Kingdom had no worry of being raided by the Centaur hordes of the Rotarian Plane. The eastern boarders of Morgau and Doresh are well protected by the Cloudwall Mountains. Unfortunately no such protection exists for the occupied territory of Krakovar. The Blood Kingdom discovered this weakness when just a few short years ago when bands of the four legged marauders started raiding there way through Krakovar. Fortunately they did not stay long. Apparently they were on their way to settle far to the west at the the invitation of a new Dornish Marquee. To prevent any further “migrations” a sizable contingent of the “bone company” has been diverted to eastern Krakovar.


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