Nation: The River Lords
The River Lords is the name of the coalition of city-states that control the verdant grasslands of west-central Malteria. This nation is arguably the most powerful in the known world, if not because of its affluence, and size. Then most certainly because of its possession of the last uncorrupted reawakening fountain.
The peoples of the River Lords (called Lordsmen) are the last vestige of traditional Gleshmerian culture in the world. The capital city of Norastrah was the place wherein the survivors of the Fall of Ythr came to when they abandoned Gleshmere hundreds of years ago. They tend to be amicable and accepting by nature and are generally
The Lordsmen have no standing army, instead relying on levy militia when required to defend the realm, which may be drawn from the cities and client states, such as the Earasi. For more offensive or specialized martial tasks, the lords rely on a host of adventuring guilds, mercenaries, and throne agents.
The religion of the Lordsmen is that of the old Gleshmerian gods, namely, of course, Gleshmere the world wolf itself. In addition to this is devotional practices centered around a deity named the River God, who is the god of solace and rebuilding and acts as a cultural identifier for the story of the Lordsmen themselves. The River God is often represented either as a silverfish or as a gleaming white portal above a pool of water.
The River Lords are ruled by a council of three noblemen, that administer the nation from the Palace in Norastrah. These noblemen are the lords of each of the three cities in the country and inherit their title and position from birth. This has led to some internal strife, but for the most part, the River Lords has maintained a degree of internal stability.
Norastrah
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Norastrah found life as a rugged and messy refugee camp of a few thousand survivors from the peoples that escaped Gleshmere. These survivors landed on the shores of Malteria in this spot for is natural river system and for the mysterious temple that sat eerie and quiet on the shore. In the centuries since that time, the Norastrahians developed their home, carving out a place for themselves in this strange new land. Their population soon spread out across the landscape, for a dozen different reasons, some wanted quiet country life, others simply disagreed with certain civic policies in place. Whatever the reason these groups all contributed to the spread of Gleshmerian culture across the continent.
Vettburg
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Vettburg is the third largest city in the River Lords and the second oldest in that nation. It rests in the heart of the west-central grasslands on Malteria. Vettburg is heavily involved in the domestic shipping of coal, iron, and emeralds. The Lord of Vettburg is particularly interesting as he is involved in the training and maintenance of a personal regiment of militia called the River Guard, which is based in a large bastion within the city.
Ackers
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Ackers is the southernmost city in the River Lords, its second largest and youngest city. Ackers is most well known for its large wall, which was necessitated by consistent raiding from the jungle-dwelling Khalaks, who reside somewhere to the south of the city. Ackers is primarily concerned with construction and attracting new citizens, though it has lately attributed a reputation as a bit of a rugged place, filled with hard men and malcontents.
Villages and Colonies
The lands of the Lordsmen are vast and scattered about the territories controlled and disputed by these people are settlements of smaller size. One can often tell the settlements of the Lords at a distance by their blunt oak and cobblestone architecture, often reinforced with heavy logs, with bare ornamentation, a call back to the brutal architectural stylings of Mounbreath.
The peoples found within these settlements are often simple farmers, smiths, and innkeepers, few if any can mount a substantial defense in case of danger, and so many villages have earmarked locations in the areas around their home for the citizenry to flee to at the first sign of raiders... or worse.
The Northern Border Fortress
Guarding the road into the Northarm, this wall and barracks is the first line of defense against foreign invaders. The wall was originally constructed after mercenaries, fighting in the northern lands, came south in a fit of pillaging, looking to sap the wealth of an unprepared nation. After a bloody struggle in the plains north of Norastrah the mercenaries were defeated, and the need for a permenant defensive structure was seen. The Northern Border fortress is garrisoned by volunteers from the three major cities in the River Lords, who rotate out every three months.
Battles and Strife
The Lordsmen, as mentioned previously are not particularly warlike, often solving issues with neighbors and miscreant raiders with gold, or quiet political subversion. However, there have been times on a handful of occasions that has warranted the rallying of the Lordsmen's military might.
The Night of Burning Plains- A battle which began between the levy of a small estate to the north of the capital and an unknown party of black-clad assassins that would eventually lead to the conflagration of vast tracks of wheat fields, the manor house and a nationwide manhunt for the assassins. To this date, Norastrah still has not rebuilt the area.
Reclamation of Sanctum- During a brief period of time, the magical ebb of the Fae people's who rule Sanctum grew weak, preventing them from watching over the citizens taking shelter in the shadow of their ancient structures. This allowed the natural swamp dwelling race known as slime's to take hold of the settlement. Militia forces lead by the Lord of Norastrah, and supported by the Order of Adventurer's made landfall at the docks of Sanctum and cleansed the city of the swamp creatures
War Against the Darkwardens (ongoing)- When members of various nobles from the Northarm towns began to mysteriously disappear on hunting trips or travel, the Lordsmen took an interest. Dispatching agents into the wilderness and villages beyond the Border Fortress. These groups found a lonely settlement on a river deep in the wilds, which was not of Gleshmerian architecture, in its center was a cage filled with stripped terrified Northmen. A Warband was quickly organized to set free the prisoners, strange men of ashen grey skin and bright yellow eyes beset on the Lordsmen with lightning speed and immense ferocity. A bitter battle began in the woods that evening, only a handful of Lordsmen was left standing by morning, in control of the settlement, and with the prisoners freed. According to documents found this was one of many, such places belonging to a people named the Dark Wardens. Nothing is known of these mysterious people, the war is still young.
War Against the Khalaks (ongoing)- Since the construction of the city of Ackers, the Jungle Dwellers have raided the Southern reaches of the River Lords. Their young warriors slipping through the trees to ambush merchants that stray too far from the safety of town, and even on isolated occasion destroying colonies in the Blacktooth Mountains. The Khalaks main city has not been found, if they even have one, Lordsmen do not choose to venture into the jungle willingly, and there is little interest to endeavor on any real scale to put an end to the barbarians. The campaign is reactionary for the Lordsmen, Khalaks are seen near a farm and a force of militia respond only to find stolen cows and an orchard stipped of apples.
Battle of Fellpine- When the Tempest Orcs rampaged across the Bay of Gleshmere, they first landed to the northeast of the Northern Border Fortress, and began the work of turning the area into a raiding camp they referred to as "Fellpine". The garrison of the Fortress responded by sallying forth to meet the Orcs as they labored. It was a close run affair, but in the end, the Lordsmen were forced to withdraw from the might of the greenskins. Placing the safety of the main overland trade route to Sanctum into uncertainty













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