The Heartlands of Iorth

The Heartlands of the Former Great Empire were the original territories from which the Great Empire arose. The lands of Aland, Iland, and Uland were the initial three countries unified under the Great King in the last years before the Great Age and then started the growth of the Great Kingdom into the Great Empire. By the year 1 of the Great Age (G.A.), the globe-spanning Great Empire was born, until its catastrophic fall by the year 2,000 G.A., and its hasty dissolution during the Lost Year of the Common Age (C.A.), otherwise known as Year Zero.

Now, in the year 1375 C.A., these nations stand in place of that mighty empire. Due to the long-sweeping influence and duration of the Great Empire, the means and methods used by many of the nations existing currently derive, in some part, from the practices established by the Great Empire.

Kingdom of Wyland

  • Established Newyear, 1000 C.A.
  • Constitutional monarchic republic (ruled by a hereditary Sovereign and an elected Tynwald of Ministers); Neutral Good
  • Capital: Coppergate
  • Notable Towns: Islehaven, Minton, Skara Brae

This nation is located on Wy Isle, east of the lands of Eldor. Unlike any other nation on Iorth, Wyland is a constitutional monarchy. It is governed by hereditary nobles alongside elected officials. Nationally, Wyland is ruled by a hereditary ruler (a King or Queen) alongside a council of elected representatives (the Tynwald, made up of elected Ministers from each shire). The realm is divided into four shires, each of which is ruled by an appointed ruler (a Thane).

The citizens of each shire elect one person to serve on the Tynwald for their shire for a 10-year term. The Thane appoints a Sheriff; usually, members of the Peerage are appointed to these posts. For smaller communities within a shire, each settlement elects a Reeve, whose elections are confirmed by the Thane of the shire.

The sovereign and Tynwald are responsible for national governance, and thus are the ones to appoint army officers of commander rank and navy officers of commodore rank, as well as appointing a Marshal who commands all army and navy forces. Typically, each shire has an army and a navy, whose command officers work and coordinate with the appointed Sheriff.

There are various other officials as well. The Castellan is the individual in charge of running & maintaining the royal residence of Copperkeep. Each thane resides in a hold within the main settlement for the shire, which is administered by a steward. There are treasurers, bailiffs, portmasters, judges, chancellors of various government offices, the aforementioned sheriffs, reeves in charge for the territory of their smaller settlements, & so on.

Though the proper titles of the ruling nobility are king, queen, prince, princess, or thane, respectively, all are addressed by the title Lord, Lady, or Ser, as are all members of the Peerage, who are nobles who are not in a hereditary station of the government. This provides a sense of equity amongst many nobility, though acknowledgement of one of higher standing is often shown through use of the honorific Grace (as in “Your Grace,” or “Their Graces”).

The Hobmark

  • Established Midyear, 100 C.A.
  • Feudal monarchy (ruled by a hereditary Margrave who is aided by nobles); Neutral
  • Capital: Bolton
  • Notable Towns: Dalton

The Hobmark is the sole remaining lands ruled and populated primarily by halflings in the Heartlands; many other halfling nations joined with nearby human settlements. The Hobmark has always had a strong independent streak, which is why it was permitted to remain under the rule of the traditional dynasty even when it was part of the Great Empire. The halflings of the Hobmark are renowned as some of the best, if not the best, chefs and culinary artists in all of Iorth. The produce from halfling farms is in high demand, and countless travelers make their way to the Hobmark to try the local pastries.

The Hobmark consists of only 2 towns, but there are various homesteads scattered throughout the region. The halflings of the Hobmark are closely allied with their northern neighbors, the Great Underground Jarldom of Dwyrheim; legend has it that the family of the Margrave is distantly related to the Forgecrown clan of dwarves. While the Margrave rules over the nation, each settlement is governed by an elected Burgrave.

Great Underground Jarldom of Dwyrheim

  • Established during the Ancient Age
  • Feudal monarchy (ruled by a hereditary Jarl who is aided by nobles); Lawful Good
  • Capital: Bergberg
  • Notable Delves: Bludberg, Stanburg

Established during the Ancient Age after the fall of the kingdoms of the giants, the Great Underground Jarldom of Dwyrheim is one of the oldest nations in Iorth. It is also one of the last remnants of the ancient system of clans that used to dominate dwarven society and politics, but through time and tragedies, many of those great clans were lost.

The dwarven nation known as the Great Underground Jarldom is ruled by the hereditary sovereign in Bergheim known as the Jarl, who is always from the Forgecrown clan. Each major delve of the dwarves, such as Bludheim and Stanheim, is ruled by the hereditary leader of the ruling clan, known as a Voivod; the Voivod of the Warshield clan serves as the municipal administrator of Bergheim, allowing the Jarl to focus on the needs of the jarldom. The dwarves of the Great Underground Jarldom are renowned for their metalwork and stonework throughout the realm, as well as for their skill at crafting fine distilled spirits.

Each delve is renowned for the character of its dominant clan: the Bergburg delve has a diverse array of dwarvenkind, serving as the hereditary home of the Forgecrown clan (and the Jarl) and the proclaimed home of the young Warshield clan. To the east, the Bloodaxe clan dominates Bludburg, and is renowned for its skilled axe-wielding warriors, though they are the most rigid and set in their ways. To the south, the Bluestone clan dominates Stanburg, and their skill as crafters and for being some of the most open-minded and friendly of all of dwarvenkind. In a few instances, some travelers may encounter the ruthless and scheming dwarves of the Leadfist clan in the ruins of Leadburg.

Realm of Eldor

  • Established during the Ancient Age
  • Feudal monarchy (ruled by a hereditary Sovereign who is aided by nobles); Chaotic Good
  • Capital: Aldamar

The elven and fey nation of Eldor is ruled by an elaborate hereditary monarchy, headed by the sovereign, known as a Grand Prince or Grand Princess. Eldor has scattered settlements and unmarked thorps hidden in the depths of the Eldor Forest, but the elven nation has a massive town which serves as the key location for trade, diplomacy, and culture: Aldamar. Elves, half-elves, and gnomes dominate the forest kingdom, but other fey folk, such as centaurs, may be encountered in the lands.

Lands of the old Great Kingdom

The Great Empire was the evolution of a powerful political entity known as the Great Kingdom: the combination of three neighboring kingdoms through conquest and diplomacy. This new kingdom then strove to attain more lands, whether through diplomacy or conquest, until it dominated the whole of human and halfling lands in the humanoid-dominated northern hemisphere of Iorth.

After the fall of the Great Empire, local leaders eventually reinstated the three original kingdoms from the days before the Great Kingdom, all under questionable and spurious claims to legitimacy. A fourth kingdom south of this region, notably the first lands annexed by the empire, has reinstated itself as well, though with but a mere fraction of the territory it once held.

For these kingdoms, the nation is ruled by a sovereign, called a King or Queen. The sovereign’s spouse, who serves as a limited co-ruler, is referred to as either a Queen Consort or Prince Consort. The child of the sovereign who is the next in line of succession is referred to as the Crown Prince or Crown Princess, while other children of the sovereign are simply called Prince or Princess. Siblings of the monarch are called Duke or Duchess. The elder relatives of the monarch (such as uncles and aunts), as well as the surviving parents of the current monarch who are no longer on the throne, are referred to as Grand Duke or Grand Duchess.

Nobles not of the royal family are equal in rank, and called Baron or Baroness. A baron or baroness appointed by the sovereign to rule over a settlement and its surrounding lands, or county, is called a Count or Countess, and has command over all lesser nobles within the county.

Kingdom of Aland

  • Established Midspring, 750 C.A.
  • Feudal monarchy (ruled by a hereditary King/Queen who is aided by nobles); Lawful Neutral
  • Capital: Weston
  • Notable Towns: Appleton, Benton, Clayton, Creighton, Fenton, Fulton, Hampton, Hilton, Hytheton, Layton, Lynton, Sappington, Sefton, Wilton
  • Notable Holds: Bordermarch

The realm of Aland is a traditional monarchy in the vein of the old Great Kingdom. The noble ranks and organization follows exactly in the structure used by the former empire. Arguably, it is the largest of the three original kingdoms, and it is the most ordered and organized as well.

Ever since its reinstatement, the Kingdom of Aland has had tense relations with its distant neighbor, the Kingdom of Uland. Though a few violent battles have broken out between the two due to pride and misunderstandings, the two nations are not officially at war with one another, but highly suspicious nonetheless.

Kingdom of Iland

  • Established Midwinter, 500 C.A.
  • Feudal monarchy (ruled by a hereditary King/Queen who is aided by nobles); Neutral
  • Capital: Kenton
  • Notable Towns: Alton, Ashton, Beckton, Clifton, Granton, Merton, Milton, Norton, Sutton

The realm of Iland is a traditional monarchy in the vein of the old Great Kingdom. The noble ranks and organization follows exactly in the structure used by the former empire. It is the descendant of the original kingdom which conquered Aland and Uland to form the Great Kingdom. Now, it is a prosperous though troubled nation seeking to keep to itself and stay out of conflict.

Unfortunately, though it seeks to be a neutral nation in regards to regional politics, it is often viewed suspiciously or promisingly by its neighboring nations. Both Aland and Uland worry that Iland may be forming an alliance with its rival, or hope to win over Iland so that they can form an alliance with their rival.

Kingdom of Uland

  • Established Midautumn, 750 C.A.
  • Feudal monarchy (ruled by a hereditary King/Queen who is aided by nobles); Chaotic Neutral
  • Capital: Easton
  • Notable Towns: Burton, Forton, Horton, Shelton, Swinton

The realm of Uland is a traditional monarchy in the vein of the old Great Kingdom. The noble ranks and organization follows exactly in the structure used by the former empire. It is the smallest and least organized of the three original kingdoms, and has not progressed as far as its neighbors due to internal power struggles and a failure to unify in order to effectively deal with internal threats.

The Kingdom of Uland has always been highly suspicious of its neighbors, but it has a special enmity for the Kingdom of Aland. Though a few violent battles have broken out between the two due to pride and misunderstandings, the two nations are not officially at war with one another, but highly suspicious nonetheless.

Kingdom of Œland

  • Established Midsummer, 600 C.A.
  • Feudal monarchy (ruled by a hereditary King/Queen who is aided by nobles); Neutral
  • Capital: Sandford
  • Notable Towns: Walton
  • Notable Holds: Fordfort, Wallburg

The realm of Œland was the first nation to join the fledgling Great Empire. Over the past few centuries, orcs fleeing oppression and exploitation by the Khanate of Qudesh have settled in Œland, and most have peacefully integrated with the human and other citizens of the kingdom. Today, it seeks to grow and prosper while fending off attacks from raiders in the south and pirates and spies from the Archduchy of Hellport to the west.

The hold of Wallburg is a long-lost dwarven delve, once part of the Great Underground Jarldom of Dwyrheim. However, several clanless dwarves have reclaimed and settled the old delve with the permission of the King of Œland, as long as they remain loyal subjects to the crown. As such, Wallburg is an unofficial delve, closely allied with Dwyrheim but not a part of it, and as such it is ruled by an elected Burgrave instead of a clan-based hereditary Voivod.

City-States and Free Cities of the Heartlands

Earldom of Rigby

  • Established Newyear, 10 C.A.
  • Feudal monarchy (ruled by a hereditary Earl who is aided by nobles); Neutral

The earldom of Rigby is an independent city-state closely aligned with the neighboring dwarves of Stanburg, as well as the elves of Eldor. Though it has been asked multiple times to merge with the neighboring kingdom of Iland, the residents and sovereign prefer to keep autonomy and avoid the intrigues that infiltrate Iland. It is built on the remains of the dwarven delve once known as Ridgeburg, home to the now-lost Coastrig clan. Rigby was the first community to establish itself after the fall of the Great Empire, and as such, it is the largest settlement in the entirety of Iorth.

The nation is ruled by an Earl, who with the council of various Barons administers the city-state and its surrounds. Due to influence from its neighbors, as well as noting the progress of its distant neighbor, the Kingdom of Wyland, the Earl of Rigby is considering adopting a new form of government, which involves elected officials as well as hereditary nobility. This is a source of tension for the Earl, since some of the barons wish to maintain their monopoly on power while others seek to bring about reforms. One group that supports the Earl in the desire to institute reforms is the House of Verdigris, which often undertakes explorative and altruistic ventures.

Grand Principality of Newton

  • Established Midsummer, 1200 C.A.
  • Feudal monarchy (ruled by a hereditary Grand Prince/Grand Princess who is aided by nobles); Neutral

The youngest community in the Heartlands, the Grand Principality of Newton arose from the ruins of the lone settlement of Newport that was established during the final years of the Great Empire. The settlement was devastated during Year Zero, and abandoned for centuries until a brave band of adventurers cleared out the ruins and helped settlers establish Newton. The ruling sovereign of the city-state is the Grand Prince or Grand Princess, who boasts of a claim of legitimate ties to the crown prince of the lost-lost Great Imperial Throne. This monarch is assisted by a retinue of hereditary Barons and Baronesses and recently-endowed Yunkers to administer and rule the city-state.

This nation faces several challenges, including gentle but constant pressure to align with the Kingdom of Aland, as well as discreet, underhanded efforts by the Archduchy of Hellport to align with them. The Grand Prince often has to deal with schemes and plots by the barons and yunkers of the grand houses in addition to pressure from outside sources. One significant challenge to the Grand Prince’s authority is the House of Humperdink, which is rumored to be deeply connected to various criminal elements.

Free City of Covestead

  • Established Midwinter, 850 C.A.
  • Near-anarchic autocracy (the Right Honorable High Admiral Lord Mayor); Chaotic Neutral

The Free City of Covestead is a near-anarchy which happens to serve as a port of call for several pirates in the region. While apparently lawless, it is controlled entirely by the self-appointed and popularly-supported Right Honorable High Admiral Lord Mayor, or Admiral-Mayor. The Admiral-Mayor not only commands the town but also the small fleet that defends it, and his authority is absolute over any pirate ship that ports at Covestead.

Officials appointed by the Admiral-Mayor often have made up and somewhat inconsistent titles ascribed to them. However, the Admiral-Mayor is also in command over the mercenaries that serve as bodyguards, town guards, soldiers, and marines when needed—the Myrmidons (treat as veterans from the Monster Manual). The Admiral-Mayor rules according to his whims, and thus the rules and guidelines of the city seems to change regularly, preventing many from being able to reliably state or rely upon the decreed laws proclaimed by the Admiral-Mayor. The pirate stronghold finds itself frequently in conflict with its neighbors, but only do the ships from the city-state of Upton actively hunt down and destroy virtually any ship from Covestead.

Palatinate of Upton

  • Established Midsummer, 850 C.A.
  • Parliamentary monarchy (ruled by a Palsgrave and an elected Parliament); Lawful Neutral

The Palatinate of Upton is on the northern edge of the Heartlands, serving as a bastion against the untamed north, as well as a vigilant hunter of pirates from the north as well as from the infamous den of piracy, Covestead. Allied with Aland but fiercely independent, people of the city-state do their best to promote peaceful trade with the tribes of the north (as opposed to outright military conquest), but are not so peaceful as to permit abuses of their courtesy or ignore any attempts to seize land, people, or power from its grasp.

The Palsgrave of Upton actively tries to remain neutral in regards to the conflicts between the major kingdoms, but also expects non-interference from other nations. The elected members of the Parliament come from the upper levels of society, as only the well-to-do or outright wealthy have the means to pursue electoral campaigns (not to mention the constitutionally-stated rights to do so). All members of Parliament know that their elections are approved and accepted by the Palsgrave, who may choose to call for a re-election if the situation calls for it.

Archduchy of Hellport

  • Established Midyear, 666 C.A.
  • Autocracy (ruled by an Archduke); Neutral Evil

Founded by an exiled and outlawed treasonous Duke from the Great Empire, Hellport has a strict tyrannical autocracy, controlled by its uncompromising ruler, the Archduke or Archduchess. The ruler has a harem of consorts, none of whom hold any notable title or political power. The nobles of Hellport hold some offices in service to the ruler, but the Archduke holds absolute power.

The Archduchy is the only known nation in Iorth that has the Path of Darkness as an official state religion. Members of other faiths practice in secret, since they are primary targets for blood sacrifices made by the devout of the Path of Darkness. The Archduke has several agents throughout Iorth, working to corrupt and control other nations in order to enable the Archduke to gain more power. It is rumored that the Archduchy has strong diplomatic relations with the serpentkin nation of Koatlan.

Citadel of Zurik

  • Established before the Great Age
  • Feudal monarchy (ruled by an elected noble Burgrave, who in turn is aided by a Board of Burgomasters); Neutral Good

Bordering the Realm of Eldor is the independent fortress settlement of Zurik, a gnomish city-state ruled by an appointed Burgrave who rules with the assistance of a council selected from the nobility, known as the Board of Burgomasters. The settlement of Zurik is independent from the neighboring realm of Eldor since it is not only a major trading hub, but also the home settlement and main vault of one of the most powerful and prestigious guilds in all of Iorth: the Coin Guild.

This is immediately evident from the heraldic device of the settlement, which not only echoes the stylings of Eldor’s device, but modified it to resemble a gold coin bearing the hallmark of the guild. Many members of the nobility and other significant individuals have some link to the Coin Guild.

Independent Holds of the Heartlands

In addition to the nations and independent settlements of the Heartlands, there are a few autonomous communities in the Heartlands that are not regarded as nations, per se, but are shown deference by other nations and granted self-rule.

Oddness Keep

Though comparable to a thorpe in population, this hold west of Covestead is said to be the residence and stronghold of the famous war wizard Morgensternum the Gray, as well as a base of operations for the organization he established: the Knights Magi. The pirates of Covestead dare not trespass on the lands overseen by the keep, nor commit piracy in waters clearly in view of the keep for fear that the archmage will make his presence and disapproval known.

Very few are permitted to enter Oddness Keep, and those who do are granted the express permission of Morgensternum himself. None witness the archmage enter or leave his stronghold, though to be fair, his powerful magics enable him to leave or enter the keep as he wishes when he wishes. In addition, none of the other members of the ruling council of the Knights Magi are witnessed entering or leaving the stronghold, either. Those who do so regularly are often servants of the keep, attending to their regular duties within or without the mysterious stronghold’s walls.

The massive keep is patrolled regularly by griffon-riding soldiers wearing the livery of the Knights Magi. Their charge is to protect the occupants of the keep, and not to enforce the will or whims of its master.

Rhode Abbey

This abbey is nestled at the base of the Great Mountains, just west of the town of Hilton in Aland. The last monastery of the Great Monasteries of the Great Empire, the thousand or so ascetics who pray, meditate, and practice their arts at Rhode Abbey in relative peace and seclusion.

The monastery of Rhode Abbey is the largest monastery in the Heartlands of Iorth, as well as the only non-denominational monastery in all of Iorth. Per legend, four wandering monks, each of a different discipline of their faith, traveled the wild in search of a sign of their faiths. Then, as the four encountered each other at the base of the Great Mountains after clearing the Great Forest, all four monks experienced a vision of Luzia, the Diamond Angel blessing them and encouraging unity. After that vision, St. Johan, St. Pavel, St. Georg, and St. Rikar, collectively known as the Four Priors, all worked together to build the monastery themselves. Over time, their message of unity and peace attracted more devout ascetics, causing the abbey to grow into the massive complex that it is currently.

The ascetics of Rhode Abbey advocate unity and peace throughout the land, and they work to preserve works of art, literature, and music so that future generations may enjoy them. The monks and nuns who are trained at Rhode Abbey practice various faiths, but out of respect for the institution they express professional courtesy to each other, and will even avoid conflict with each other in respect of their shared experience.

The ascetics of Rhode Abbey are sorted into four schools, or cloisters, each names after one of the Four Priors. As such, each ascetic receives a set of prayer beads that are the color associated with each cloister: green for St. Johan; blue for St. Pavel; purple for St. Georg; and red for St. Rikar. This sorting is focused more on prayer and visions rather than on ascetic disciplines or fields of interest.

Below the Map: Nations of the Nether Lands

Though not commonly known, there are established pathways to the underground reaches known asn the Nether Lands. These underground regions are home to several folk hidden from the world at large, though the infamy of the mad troglodytes and their bold nighttime raids on the surface world are what typically come to mind for many people.
Known pathways include:

  • Deepest of the Caverns of Skara Brae
  • Lowest depths of Stanburg
  • Lowest depths of Bludburg
  • Lowest depths of Bergburg
  • Lowest depths of Leadburg
  • Lowest depths of Wallburg
  • Lowest depths of Moorsburg (now the dungeon known as the Dankvault)
  • Basement of the Pyramid of Skeem
  • Lowest depths of the Dungeon of Doom
  • Dungeon Basement of Castle Greyhound
  • Caves by Oddness Keep

Depths of Undor

  • Established during the Ancient Age
  • Autocracy (ruled by a hereditary Despot); Neutral Evil
  • Capital: Undawer
  • Notable Havens: Leadburg

The nation of Undor lies deep within the underground depths of the Nether Lands. Ruled by the all-powerful Despot, the noble houses have to be manipulated and managed by the sovereign in order to maintain power. The leader of a sect is known as a Lord or Lady. A satrapy of Undor is the sole holdout of Leadfist dwarves in Leadburg, led by a Viscount.

Undor once was solely an elven colony in the Nether Lands until the ending years of the Dawning Age. However, the cruel machinations of the archlich Marban and his servants saw the enclave be overrun by enslaved and corrupted dwarves of the Leadfist clan and new, strange, and terrifying beings known as troglodytes. The troglodytes claimed Undor and use it as a base of power in their goal to obtain absolute control over the Nether Lands. The cruel dwarves of the Leadfist clan are allies of the troglodytes, often working on the sunlit surface which the troglodytes refuse to endure.

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