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The Kingdom Of Laremy

Started by Anastasia, October 16, 2023, 05:18:07 PM

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Anastasia

The Kingdom Of Laremy

When people hear of the Godsrush, they hear of new forces rising. They hear of new voices to help lead mortal kind. They hear of the old and new together. The wiser may even hear of fantastical wars beyond the mortal world.

For the Kingdom of Laremy, it was a disaster. For the Kingdom of Laremy was a theocracy based around the church of Tempus. A warlike kingdom, it fractured into civil war when the Prince Rupert and Princess Milla declared for the cult of the Knight Of The Pale Mother. This demonic heresy was crushed by both the church of Tempus as well as crusaders of many faiths who flocked to the kingdom. It took a two year long civil war that left the land devastated and the royal family extinct save for a single distant relative. That was ten years ago.

Queen Ellaine rules, but she is known as a puppet queen. She is of low intelligence and weak will, good for ceremonial business and only barely. In reality the Kingdom is run by a loose alliance of surviving nobles, merchants and civilian governments. What's more, the near domination the church of Tempus had is gone, for those who came had no desire to see Laremy resume its warlike ways. Faiths old and new compete. Each village, city and town in the Kingdom is a different story, with difference forces in influence.

Yet despite this the kingdom has not yet fractured. It may or may not, for its neighbors have interest in these matters.

The Trade City of Mellanics is situated on the western border of the Kingdom of Laremy, a vital link in trade west with Kellym, Girm and lands further west. Here noble authority died in the civil war and for a time, merchant interests stepped in. However, in recent times, another force has gained more and more influence. The Heroic Guild of Mellanics is an unusual institution. It is a guild of 'adventurers', ranging from noble heroes to self serving scum.

The city was razed in the civil war and rebuilt since then. It now lacks the history of most cities in the Kingdom of Laremy, but is in excellent condition as a result.

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Countries

All nations are primarily human unless noted otherwise.

Kingdom Of Laremy

A former martial kingdom who had a royal family who followed Tempus. Due to its status as a landlocked kingdom as well as unfavorable terrain for defense, it is often conquer or be conquered.

Kellym

An old kingdom that has warred with Laremy several times. Mellanics used to be part of Kellym over a hundred years ago, though the last remnants of that died when Mellanics was razed. The military has a high level of influence in the kingdom, a relic of Laremy's more warlike days.

Girm

A nation with its own troubles. Ruled by noble houses with draconic ancestry, they are troubled by a year of failed crops as well as a sharp increase in ankheg attacks. This has caused many other problems to emerge, which is likely to keep Girm internally focused for the immediate future.

Welland

A land of many lakes and the sea to the north. Formerly a kingdom that paid homage to Eldath, repeated attacks from Laremy broke that tradition. Now followers of many deities, often ones who deal with war, battle or protection. Virtually any deity is accepted as long as they do not preach weakness. 

Eis

A land of plains that give way to eastern mountains. The throne of Eis is empty and has been for decades, as the royal line was rendered extinct in a war with Laremy. Ruled by a council of town mayors as well as hereditary nobles as a compromise against Laremy's aggression. Has open done military exercises and preparations on the border near Watch. Several wars of aggression do not easily make peace, it seems.

Petty Kingdoms

An array of minor kingdoms to the south. Formerly the Empire Of Noon, broken 30 years ago by a war against Laremy and enemies further south. Laremy claimed Fyner and the lands around it from that war. Opinions about Laremy vary but most are not favorable.

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Cities Of Laremy

Mellanics

We'll cover this one in more depth below.

Laremy

The capital of Laremy and the location of Maldaen Castle, the seat of the royal family. Currently occupied by Queen Ellaine. The largest city in Laremy, though others have made strides to catch up.

Northgate

The main defensive city against Welland. One part trade city and one part fortress. Should it fall, Welland could push in and cut Laremy in two. As such, it has the biggest garrison in Laremy.

Newkingsland

Land conquered long ago by Rotane III weeks after his coronation, named in his honor. Former a border city, now something of a loose end. Still, an old city with a great deal of impressive buildings from older ages.

Fyner

Formerly part of the Empire Of Noon, taken as conquest 30 years ago and integrated into Laremy since then. However, older generations remember the past so all is not well here. Nonetheless, nobles loyal to Laremy rule. A city of textiles, it's the focus of southern trade with the various petty kingdoms.

Bluehill

One of the two towns around the former Lake Ahms, which was drained in the civil war. Notably near the majority of the caves that lead to the new underground waterways that dot the former lakeland. This has kept the town well despite the loss of fishing from Laremy's former largest lake.

Ahms

One of the two towns around the former Lake Ahms, which was drained in the civil war. Damaged by the battle between court wizard Lahym and a massive earth elemental in the same battle that drained lake Ahms. The town has less than a third of its population it had at the start of the civil war. The forgotten city of Laremy in many ways.

Watch

The eastern border fortress with Eis. Increasingly fortified as Eis makes no secret of its aims to attack Laremy. Still, it's a busy border town as the border is not closed and many travelers come from way of Eis. Trade in precious metals from Eis is brisk.

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Mellanics Information

The Trade City of Mellanics is situated on the western bornder of the Kingdom of Laremy, a vital link in trade west with Kellym, Girm and lands further west. Here noble authority died in the civil war and for a time, merchant interests stepped in. However, in recent times, another force has gained more and more influence. The Heroic Guild of Mellanics is an unusual institution. It is a guild of 'adventurers', ranging from noble heroes to self serving scum.

We'll mostly go into Mellanics in game. I will talk about the guild a little bit below, but mostly I want these things to happen in game play.

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People of Mellanics

A small list of important people in Mellanics.

Alan Mellanics (Human ??? 1//??? 1)

Earl of Mellanics in theory, but in reality a young child with zero input into things. Said to be a quiet child with little to distinguish him, though some claim otherwise. Check again in five to ten years.

Jon Dysman (Human Knight 3//Fighter 3)

Earl Mellanic's bodyguard and caretaker. A former knight of little skill who gained advancement purely by survival. Loyal but not overly intelligent. Takes his duties seriously. Rumor suggests he gets along well enough with the young Earl.

J.S. Bluehill (Human Noble 1//Expert 1)

A minor member of House Bluehill who serves as regent and protector of the Earl's interests. In reality a man overwhelmed by his station and ill suited towards it. Nonetheless, he gets along well with people and understands the situation. His hands off approach has allowed the Heroic Guild's position to rise.

Greganen (Half Elf Rogue 5//Wizard 1/Favored Soul 4 (Waukeen))

Leader of the Merchant's Interests group in Mellanics, essentially the lead merchant in the city. He splits his time between that and his faith, which he came onto later in his life. Is more concerned with coin and his faith than dominating Mellanics, a change of pace from his predecessor.

Cerine The Half-Woman (Human(?) Ranger 8//Wizard 6/Wyrm Wizard 2)

A former minor noble of Girm, a former adventurer and now a former leader of the Merchant's Interests, Cerine was badly maimed two years ago in an ambush. She has retired to her estate in Mellanics. It's said she privately seeks magic that can heal her wounds, but has had no fortune so far. Hates her new, undesired alias, but it stuck. 

Picke Knightson (Monk 7//Fighter 6/Duelist 1)

The current head of the Heroic Guild. A strong man and veteran of the civil war. Is fairly hands off in day to day operation of the guild, but excels in the political arena.

Milla Knightson (War Dancer 5//Rogue 3/Marshal 2)

The daughter of Picke Knightson and known as the young rising star of the Heroic Guild. Beautiful, charismatic and cheerful, even if she wishes she had any name but that of a disgraced princess.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

A simple map to go with it. Nothing too fancy, but it gives you a visual aid and lets you see how flat the country is. Note the lack of any mountains. There's hills here and there and some forest, but it's terrible defensive terrain.

The countries beyond Laremy aren't defined, you can find out more details later.

https://i.imgur.com/f8tiXNw.jpg
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?