No civilization can be perfect until exact equality between Man and Woman is included. -Mark Twain
NATIONS AND EMPIRE...
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No civilization can be perfect until exact equality between Man and Woman is included. -Mark Twain
NATIONS AND EMPIRES Table of Contents 3 4 5-12 13-18 19-24 25-32 33-34 35-40 41-48 49-56 57-64 65-73 74-76 77-85 86-92 93-99 100-106 107-108 109-116 117-124 125-132 133-135 136-137
Introduction The Maidenlands Aegonia Lycaeon Teichosia Thessae The Frontier Calaecia Cannoria Lanthia Llyrdonia Mithia Beyond the Maidenlands Ghandhara Mesonia Persaedon Tyyrhan The Continent of Thentia Gambdalla Summara Thentyr Oceans and Seas Map of the Known World
Developed By: S.T. Kearney Written By: S.T. Kearney Typesetting and Formatting: S.T. Kearney Editing: S.T. Kearney Cover Art: Les Evans
Maidenheim: The Age of Scorn™, Amazon Adventures™, and Skald Books™ © 2001, S.T. Kearney. All rights reserved. Dungeons and Dragons® and the d20 System™ © 2000, Wizards of the Coast. All rights reserved. 'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com. Cover art © Les Evans. Due to mature themes, reader discretion is advised.
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INTRODUCTION
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- S.T. Kearney
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THE MAIDENLANDS The heart of Scythae lies within the Maidenlands, a large and powerful region of the Marpesian continent where two rival queens rule their monarchies with wisdom and visions of greater glories. Although they are not at war, the nations of Aegonia and Lycaeon have exchanged steel and blood in the past, and it is only a matter of time before their daughters face each other again. Thessae and Teichosia are also considered a part of the Maidenlands, and they often become embroiled in the plots of their Lycaeonian and Aegonian sisters.
AEGONIA, THE WISE Sitting atop her jagged cliffs like a triumphant queen upon her throne, Aegonia overlooks the eastern shores of the Pelaegosian Sea, a doting mother watching her children. Long known for her mighty armies and swift galleons, the Aegonians have dominated the Eastern Pelaegos for centuries, and have grown wealthy by controlling the trade routes and shipping lanes across the sea. Aegonian merchants also bring the goods of the West to the East, and travel as far as Gambdalla beyond the Summara Desert, and have opened routes into Persaedon, Tyrrhan, Mesonia, and Ghandhara in the east.
LYCAEON, THE PROSPEROUS The western Pelaegosian Sea belongs to prosperous Lycaeon, a powerful nation that rivals her Aegonian sisters to the east. The women of Lycaeon are also warriors, sailors, and traders, controlling the entirety of the Central Pelaegos, rivaling Gambdalla in the west. Land routes with Mithia in the north and Teichosia, Lanthia, and Thessae to the east also draws much wealth into the nation.
TEICHOSIA, THE FAIR Verdant Teichosia is a nation run by elves, their cities tucked between large oaks and towering redwoods. Teichosians enjoy a decadent and hedonistic lifestyle, and they are said to be the laziest and most jaded of all Scythaens, but any evidence of this vanishes when trouble appears. Teichosian archers are perhaps the best on Scythae, and their enchantresses certainly rival the wizards of Thentyr and Ghandhara. In the forests, they are said to command all the animals themselves, who willingly protect and guide their mistresses.
THESSAE, THE CROSSROADS Also called the Gateway to the East, Thessae has grown wealthy by controlling the trade routes that connect Eastern and Western Marpesia. The half-elves who rule here are also great diplomats and negotiators between humans and elves, and their mixed status gives them an advantage when dealing with other mixed races like the half-orcs of Tyyrhan. As a neutral nation,Thessae stays out of other nations' conflicts, and they have enough steel and magic of their own to keep things that way.
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Maidenheim: The Age of Scorn
Nations and Empires: Aegonia
AEGONIA "Wise Aegonia, strong in steel, proud in faith, with women who war like gods."
HISTORY
GENERAL DESCRIPTION Sitting atop her jagged cliffs like a triumphant
During the Age of Scorn, the region where
queen upon her throne, Aegonia overlooks the
Aegonia now rules was called Mitan, a quiet
eastern shores of the Pelaegosian Sea, a
and gentle region that often fell prey to slavers
doting mother watching her children. Long
and armies. When the humanoids stormed
known for her mighty armies and swift galleons,
down upon the Kingdoms of Man after the
the Aegonians have dominated the Eastern
Wars, Mitan suffered greatly, for her rulers
Pelaegos for centuries, and have grown
were in disorder and her armies scattered.
wealthy by controlling the trade routes and
After the Wars, large numbers of women and
shipping lanes across the sea. Aegonian
their remaining children who had fled Mitan had
merchants also bring the goods of the West to
made their way back to the region due its
the East, and travel as far as Gambdalla
arable land and abundant resources, although
beyond the Summara Desert, and have
the land was never the same again. Even today,
opened routes into Persaedon, Tyyrhan,
centuries old ruins of castles and failed
Mesonia, and Ghandhara in the east.
fortifications can be seen sticking up like jagged stones from the ground, just as useless
GEOGRAPHY AND CLIMATE
today as they were in ages past.
Aegonia is a warm temperate country, although the winds of the Pelaegos and the
As the surviving women rebuilt their cities on
Aegonian Sea make her summers cool and
the ruins of the old, they swore that their home
windy, and her winters cold and bitter along the
would never again suffer from such devastation.
coasts. Dotted with forests and sloping hills,
Even in the earliest days before the signing of
the Aegonian countryside is pleasant and
the Reparations by the first true queens,
scenic, boasting large tracts of fertile land used
Aegonia quickly developed a strong army of
for farms and grazing animals. Western
mounted warriors and cavalry, charioteers and
Aegonia is rather hilly and steep, with rocky
archers, infantry and siege engineers. Using an
cliffs that tower over the Pelaegos and her
abundance of wood from the region's forests,
jagged shores. Further inland to the east the
galleys and warships were constructed and
hills level off into forested valleys, marshland,
launched into the Pelaegos and what would
and plains. With an above average amount of
soon be called the Aegonian Sea.
rainfall each year, Aegonian soil is often moist
Fortifications were rebuilt, this time to more
and soft, although this does tend to help the
functional and strategic standards, using stone
annual harvests tremendously.
from quarries in nearby hills and mountains,
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Maidenheim: The Age of Scorn
Nations and Empires: Aegonia Using hit and run tactics against the
reinforcing their towers and walls with wooden catwalks and palisades.
Aegonians, Mesonian soldiers and raiders were able to slowly whittle down and break up
The nation of Aegonia had firmly established
Aegonia's armies, preventing them from
herself as a minor power in the region 85 years
advancing beyond the Euclea River into
before the Reparations were drafted and
Mesonia. At sea, the Mesonians were not so
signed. With their skilled armies, they were able
fortunate, and their pirate vessels were
to secure a number of trade routes east into
unprepared for the magic that Aegonian
the more rugged region of Persaedon, and
sorceresses used to command the waves of the
south into Mesonia. Their skill at seamanship
Pelaegos themselves. After three years, the
also enabled them to traverse the entire length
Mesonians had managed to hold off Aegonia
of the Pelaegos to distant Cannoria and
and prevent their nation from falling, but they
Calaecia, and through the Seidon Strait to
had also weakened themselves. Even today,
Ghandhara and Tyyrhan. The abundance of
centuries later, Mesonia is very cautious about
food Aegonia's serfs produced was sold to
raiding Aegonia's outlying territories despite
other regions less fortunate, enhancing the
the great improvements they have made in their
wealth of Aegonia's queens and noblewomen.
own efforts at war and at sea.
Her prosperity, however, quickly made her the envy of her neighbors.
By the time of the Reparations, Aegonia was a very serious power on the Marpesian
Raiders from Mesonia to the south, short on
continent, and even her contemporaries
both supplies of food and men, began to raid
accorded her queens much respect. In fact,
outlying villages and monasteries looking to
Aegonia holds the honor of being the first
make up for what they could not produce. On
significant world power to evolve after the
the Pelaegos, Mesonian pirates would plunder
Wars of Man, although over the course of the
the holds of Aegonia's fattened merchant
next few centuries, persistent but minor
ships. To make matters even worse for
conflicts with Lycaeon, Persaedon, and again
Aegonia, slavers from Tyyrhan far to the east
with Mesonia would begin to balance out the
also made inland raids along Aegonia's eastern
power across the nations of the Pelaegos.
marches. The violent raids became an increasing problem for Aegonia, and the serfs
Aegonia today is one of the most powerful
in service to the noblewomen and the queen
nations on Scythae, rivaled only in might by
demanded immediate action. They received it.
Lycaeon and closely by Gambdalla. Persaedon's armies aren't as well organized or
Aegonia's armies saw armed conflict on a large
disciplined, but their magic is much more
scale for the first time 23 years before the
developed, ensuring that any visions of an
Reparations, and the full weight of their steel
Aegonian Empire across Eastern Marpesia
and magic quickly drove back the Tyyrhan.
remain mere visions. Still, the dreams of
The Mesonians, however, did not fall back so
conquest have never left the hearts of
quickly, and were determined enough to
Aegonia's noblewomen, and despite any
continue their raids for several more years.
alliances and truces that they have with their
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Maidenheim: The Age of Scorn
Nations and Empires: Aegonia
sister nations, Aegonia is already prepared to
The Hobbling is strictly enforced in Aegonia.
carve an empire with but a wave of their queen's
As a country prepared for war at a moment's
hand.
notice, Aegonians frown upon the notion of men bearing arms and weapons. Its bad enough
GOVERNMENT AND POLITICS
that Mesonian and Lycaeonian privateers
Aegonia's government consists of a loose
harass Aegonian ships on the Pelaegos, and
confederation of autonomous city-states
armed bandits are an infrequent problem.
structured along the lines of democratic
Permitting men to carry weapons simply creates
hegemonies, each with their own queen. The
another potential enemy. Boys born in
queens hold absolute authority in their lands,
Aegonia have the joints in their elbows, wrists,
and beneath them a body of titled nobility
knees, and ankles of one arm and leg fractured
helps to govern, appoint magistrates, and reap
after birth, preventing any efficiency at
the efforts of slaves, servants, and citizens
wielding a weapon or maneuvering in an
within their perspective domains. Although the
aggressive manner. Mothers have no choice in
queens’ words are generally law within their
this matter, but very few have ever spoken
states, titled noblewoman are permitted to
against it. Women who permit their men to
execute and enforce laws as they see fit within
carry a weapon or train them to use one have
their lands in order to maintain good civil order
Authority over them stripped away
and economic prosperity. Aegonians with the
permanently, on top of temporary confinement
status of full citizenship have the right to elect
and severe fines. Adventuring men had best
senators to represent them to the nobility.
surrender their weapons and armor to their
The senators do have the power to veto
female companions when traveling through
decisions made by the nobles and the queen.
Aegonia.
The title of queen is handed down through the
MILITARY
eldest daughters, as are all other noble titles.
The armed forces of Aegonia are diverse, well
Lands, properties, assets, and Authority also
trained, and harshly disciplined. Their archers
accompany them. As a firmly united nation,
are second only to those from Teichosia.
there have been few disputes between the city-
Aegonians enjoy medium to light cavalry and
states in Aegonia for centuries. Nearly all of
charioteers within their own territory, and they
them are trained warrior generals or officers, or
are capable of maneuvering spear women into
priestesses of Athena also trained in war and
deadly defensive positions. Their hoplite
strategy. The city-states function more like a
infantry perhaps serves them best, and
well-oiled military chain of command than a
Aegonian swordswomen are among the best
system of jaded and haughty noblewomen.
trained in all of Marpesia. Sorceresses skilled
This clearly defined hierarchy serves the
and trained in war use their magic to invoke and
Aegonians well in the administration of their
conjure all manners of deadly offensive spells
duties, and has been largely successful for the
upon their enemies, making Aegonia's armies
prosperity and security of the nation.
very difficult to deal with.
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Nations and Empires: Aegonia
At sea, Aegonians use a combination of
many women to gain fluency in Turmen and
armored war galleys equipped with rams and
Han. A close proximity to Thessae in the
flammable missiles, as well as more
north and a significant half-elven population has introduced Ehlonn into the population.
maneuverable galleons that glide across the waves with great speed. Sorceresses trained in
SOCIAL CUSTOMS
the elemental magic of water and air add a
Every woman in Aegonia serves some time in
powerful and decisive advantage to their
the military, and many make entire careers of it.
navies, and have successfully warded off pirates and privateers with their sorcery.
Even the simple serfs who plow the fields of
PEOPLE AND CUSTOMS
towns all know the arts of swordsmanship,
Aegonia boasts a strong population of
archery, and riding. Many are also trained
approximately 25 million people, which is made
sailors and sea women capable of working the
possible by the abundance of farmland and
rigging of a galleon or the oars of a galley.
food that the hilly countryside and the
Noblewomen hold the ranks of officers, while
Pelaegos and Aegonian Seas produce.
those beneath them make up the enlisted ranks.
There are almost 500,000 men accounted for
At least two years of intense training and
and living in Aegonia, 400,000 of whom are
service in Aegonia's military is demanded by
under the Authority of the queens and the
the queen, after which the individual women
noblewomen, 100,000 under the Authority of
may leave the service to pursue a trade or
the wealthier women and the merchant classes.
continue on as a soldier. Even those who no
The temples of Demeter are known to have a
longer serve in the military always carry at least
large number of men under their Authority,
a dagger, and many also bear a short sword at
work a variety of crafts in the villages and
their hip.
although precise numbers are not known outside of the church. Women who do not
Women who are not of the nobility are serfs,
desire sons go to the priestesses at a cost of
peasants, or citizens, although most serfs
no Compensation, and turn over their sons to
eventually attain peasant status through
the church while keeping their daughters. This
military service. From the age of 16 years, a
practice was only recently put into effect, and
woman who distinguishes herself can attain
over the years, the numbers of men seen in Aegonia will begin to decline.
citizenship after four years of military duty,
Humans are the most numerous of the races,
can achieve the same status in six or eight
nearly 75% of the population, with half-elves
years. Full citizenship with the right to vote is
while most women who fall short of distinction
always granted after a decade of loyal service.
numbering 15% and a mix of other races making up the last 10% of Aegonia's people.
Due to their militaristic lifestyles and outlooks,
LANGUAGES
Aegonian women actively serving in the military
Alcinan is the most commonly spoken language
or onboard a galley or galleon keeps their hair
in Aegonia, although frequent contact with
short, no longer than shoulder length. This
merchants from Eastern Marpesia has led
prevents the hair from falling in their eyes and
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Maidenheim: The Age of Scorn
Nations and Empires: Aegonia
from hanging beneath their helmets, which
certainly do appreciate whatever luxuries they
could be grabbed in order to pull them off
can afford to make their lives more enjoyable,
balance in war. Women no longer serving in a
but they all know that in war, one may not live to
military capacity will grow their hair longer, but
see the next day. This carries over into their
have a strong tendency for curled or wrapped
daily lives, and Aegonians do not become as
braids or simple buns for ease of maintenance.
attached to material wealth and luxuries as the women of other nations do.
Amusements and games in Aegonia are all
They are all prepared to die.
evolved from combat or competition. Boxing and wrestling matches, sword bouts, archery
RELIGION Aegonians hold Athena as their matron
contests, and mounted races and obstacle courses all serve to entertain Aegonian
goddess, her priestesses serving as ruling
women. Not only do these contests provide
members of the nobility as well as officers in the
forms of entertainment, they also serve to keep
army and navy. Athena's temples are a
the women primed for war and in excellent
combination of classical design and military
physical condition. Violent gladiatorial games
fortification, well guarded and easily capable of
are the most popular spectacle in Aegonia,
holding off sieges on their own. Artemis,
and the first coliseum in all of Marpesia was
Hecate, and Nike are also very popular
constructed for these games in 362 A.D. With
goddesses in Aegonia, and their priestesses
the popularity of the Aegonian Coliseum and
are also involved in the defense and military
the crowds of up to 50,000 spectators she
actions of the nation when called upon.
draws, smaller coliseums have sprung up across
Demeter is the most popular fertility goddess
Mesonia, Persaedon, Tyyrhan, and Lycaeon.
in Aegonia, and her priestesses not only assist
Men are not trained as gladiators, for obvious
in the annual harvests, but in caring for a large
reasons. Deaths are infrequent and generally
stock of men by which women who do not wish
reserved for criminals, except in Tyyrhan,
to enter servitude to a noblewomen can bear a
where they are expected despite the expenses
child. Demeter's priestesses retain Authority
of training the pit fighters. Half-orcs are
over any sons who are born, but expectant
among the strongest and best trained of the gladiators, and they always draw the largest
mothers receive custody over their daughters
crowds,
at no cost of Compensation.
The life of an Aegonian woman is challenging,
MONEY AND COMMERCE Aegonia is wealthy and powerful enough to
with laziness deemed a trait fitting for a man,
mint her own coins. Gold drachs and silver
not a woman. Despite the toil many of these
leptas bear the emblems and portraits of
women live and work under, there are hardly
Aegonian queens. Currencies from other
any complaints from the people who have come
nations are accepted at face value, and the
to accept their lives as they are. The military
successful campaigns of Aegonian privateers
discipline and conditioning they receive quickly
often bring in foreign coins.
stamps out any tendencies to complain or whine. Aegonians do not live in squalor, and
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Maidenheim: The Age of Scorn
Nations and Empires: Aegonia
Exports include a variety of foodstuffs and
goddess of wisdom and war. As the largest city
crops grown on Aegonian soil, such as wheat,
of Aegonia, the women of Athenae live a
barley, beer, grapes and wine, olives and oils.
lifestyle more luxurious than the Aegonians in
Herds of cattle and livestock also provide a
other cities in the nation, but the city's
variety of meats, as do the fishing villages and
defenses are just as thorough and treacherous
ports along the rocky coastline. Mineral wealth
as those of Silea. More caravan trade travels
from the Colchean Mountains in the east
through Athenae than any other Aegonian
provides valuable iron that smiths turn into
city save for Euclea and Thescrya, and
excellent blades, and the hills provide a modest
merchants from Tyyrhan and Persaedon often
amount of tin and copper. From Persaedon,
stop in Athenae on their way to Thessae and beyond.
Aegonia imports jewelry, ivory, and a wide assortment of spices, and dyed silks, jade, and
Euclea
pearls are shipped in from distant Tyyrhan.
Bordering the northern banks of the Euclea
Aegonia's ports are also frequented by
River, Euclea serves as a critical defensive
merchant vessels from as far west as Cannoria
structure for Southern and Eastern Aegonia,
and Gambdalla, Lycaeon and Thentyr, making
as well as an important trade city with the East.
Aegonia an important trading nation rivaled
Her close proximity to the Mesonian borders
only by Thessae in the north and Mesonia in
has taken its toll on the city, which has gained a
the south.
reputation for rising lawlessness commonly found only in Mesonian settlements. Aegonian
CITIES Silea
soldiers do their best to bring swift justice down upon those whom they can, but the
Named after the greatest warrior queen to live
soldiers are just as likely to be involved in
during the Age of Scorn, Silea has served as
criminal activities as the people they are
the premier military port of Aegonia for eight
supposed to be protecting. The Road of
centuries. Thick walls lined with crenellations
Queens passes through Euclea to the south
and towered battlements, surrounded by wide
into Mesonia, and as such sees a great deal of
moats, palisades, pike-lined trenches, and
caravans and merchants from both the East
jagged, sloping hills, Silea is a nightmare to
and Western worlds.
approach from the east. Situated overlooking the Pelaegos atop a 250 foot cliff, Silea is
Thescrya
also well defended in the west, with docked
Situated along the Road of Queens, the city
galleys waiting for orders to patrol the coasts
of Thescrya is often the first city that
below her.
merchants, caravans, and travelers enter from the Maidenlands. As such, Thescrya is one of
Athenae
the busiest, well fortified, and safest cities in
Dedicated to the goddess Athena, the city of
Aegonia, leaving a good impression on nearly
Athenae is perhaps the most beautiful city in
everyone who passes through the city’s
all of Aegonia, filled with forums, gardens,
bustling markets and crowded forums.
fountains, and temples all dedicated to the
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Maidenheim: The Age of Scorn
Nations and Empires: Aegonia
Sanitation and public works are nearly as well
the nations of Eastern Marpesia concerning
maintained as they are in Athenae, and very
the increasing raids of men from the
PLACES OF INTEREST Colchean Mountains
If Queen Ninoe can bring the nations of
treacherous Colchean Mountains. Although
dreams of Empire may no longer remain
Bastardlands across the Helles Ocean.
few citizens complain about their lives here.
Persaedon, Tyyrhan, Mesonia, and Ghandhara under her banner, Aegonia's
Towering over Eastern Aegonia are the
dreams. Lycaeon will have to bow to her.
the iron ore mined there is rich and pure and the veins run deep, there have been reports of humanoid caverns being unearthed deep within the mountains. Slight increases in humanoid activities have been reported by patrols, and several mines have been found destroyed, their crews of taskmasters and slaves missing. With the evidence mounting, mining has almost stopped completely by all but the most stubborn of prospectors, and the Queen is looking for brave women to investigate and clear out the mines quickly before annual production of ore is horribly reduced.
NPCS Queen Ninoe
(Human female, Fighter and Priestess of Athena, Lawful Neutral) Already an accomplished and experienced general, Ninoe of Athenae joined the priesthood of Athena shortly before her aging mother's death. Upon her coronation, Queen Ninoe of Athenae had already bore five children of her own, three daughters and two sons of whom the eldest is now 22 years and the youngest being 17. Approaching 50 years of age, Queen Ninoe has ruled Aegonia well for the past decade, receiving the love of her people and the praise of the priestesses of
Athena. Ninoe adheres strictly to the Reparations and the laws set by queens
before her, and with the advice of her priestesses she has begun to make plans with
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Maidenheim: The Age of Scorn
Nations and Empires: Aegonia
MAP OF AEGONIA
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Nations and Empires: Lycaeon
LYCAEON "Prosperous Lycaeon, rich in gold, broad in power, with Queens who tremble mountains."
GENERAL DESCRIPTION The western Pelaegosian Sea belongs to
HISTORY
prosperous Lycaeon, a powerful nation that
before the Wars of Man, Lycaeon was
rivals her Aegonian sisters to the east. The
destined for greatness from her earliest days.
women of Lycaeon are also warriors, sailors,
For over two thousand years, the Lycaeonian
and traders, controlling the entirety of the
coastal regions have been the home to farmers
Central Pelaegos, rivaling Gambdalla in the
and fishermen of the Carthian tribes, and over
west. Land routes with Mithia in the north and
the course of time many cities and civilizations
Teichosia, Lanthia, and Thessae to the east
have sprung up on the peninsulas. The
also draws much wealth into the nation.
entirety of the Pelaegos was open to them, and
Even during the Age of Scorn, and long
their ships sailed across the sea as far as
GEOGRAPHY AND CLIMATE
Ghandhara and Tyyrhan and the deepest
Lycaeon is a temperate coastal nation
regions of Thentia.
consisting of two peninsulas that separate the Pelaegos into the Eastern, Western, and
Lycaeon herself was the proudest civilization
Central Seas. The summers are particularly
of the ancient Carthian world, a powerful
warm on the peninsulas, due to their close
empire which stretched as far west and north as
proximity to Thentia in the south, although the
Cannoria, Calaecia, and Llyrdonia,
seasons are more temperate in northern
encompassed all of modern Lanthia,
Lycaeon. Stretching along the southern
Teichosia, and Thessae, and ended where
Marpesian coast, Lycaeon is divided into the
Aegonia and Mesonia now rest along the
Eastern and Western Provinces. Eastern
Pelaegos. After the Wars of Man, the bloody
Lycaeon is a long and broad region of hills and
and envious fury of the humanoids destroyed
forests, with her southern peninsula creating a
Lycaeon and Carthia as an empire, weakening
natural border between the Eastern and
her hold on the distant territories, reducing her
Central Pelaegos. Western Lycaeon is much
cities to rubble and ash, plundering her wealth
more narrow, with gently sloping hills and
and riches. Lycaeon only stood as an empire
grasslands. From here, the Western Pelaegos
for a century prior to her collapse.
is divided from the Central Pelaegosian Sea.
After the wars, survivors and refugees all came
Lycaeon has a decisive advantage on the
back to the Lycaeonian peninsulas, as if
Pelaegos due to the presence of these two
refusing to give up the dreams of empire that
peninsulas, and they are able to firmly patrol
Lycaeon had once fulfilled. Their
and control the shipping lanes all across the
determination resisted all attempts by their
sea from these two points.
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Maidenheim: The Age of Scorn
Nations and Empires: Lycaeon
neighbors to seize the region for themselves,
years, the priestesses of Hera convinced their
particularly privateers and pirates from
queen to discuss the matter with the other
Aegonia, Mesonia, and Gambdalla, and
queens. By this time, word of the discussions
desperate bandits form the north seeking men
in the forums of Lycaeon had spread as far
to mate with and other resources. Northern
east as Tyyrhan, to the monolithic cities of
Lycaeon now boasts an impressive network of
Thentyr, and to the halls of Mithia. Even
fortifications and strongholds, with dozens of
Aegonia, the fierce sister of Lycaeon across
garrisons housing thousands of women of the
the Pelaegos, found themselves interested in
Lycaeonian legions. Although Aegonia is
the issues of Lycaeon's forums. As the
given credit for becoming the first civilized
arguements continued, they frequently became
power in the Pelaegos after the Wars of Man,
heated and often violent between small
it was Lycaeon who whittled away their power
numbers of women, as the issues of forgiveness
and turned it upon them only twenty years
or justice for Man drove some women to each
later, nearly 60 years before the Reparations
other's throats. The priestesses decided that
were drafted.
this would not be a matter for the common woman to resolve, and so the queen of
The Reparations were conceived of in
Lycaeon dispatched envoys to her
Lycaeon, as priestesses of Hera convened
contemporaries across Marpesia.
with the queen and noblewomen on matters of Authority and the future not just of Lycaeon,
Within the year, all of the queens convened in
but also all of Marpesia and even Thentia.
Heracea, a beautiful city dedicated to the
The priestesses declared that Hera had
honor of Hera that had quickly become the
asked of them to unite the divided nations of
center of power in all of Lycaeon. Within the
Scythae, for as long as they were pitted
temples of Hera, the queens and priestesses
against each other through raiding and
held their own discussions and debates
plundering, they would quickly descend back to
shrouded in secrecy. For several months they
the earliest days after the wars. They
debated the issues, although in a much more
suggested that it would not need to be a
civilized manner. The queens did not agree on
complete unity resulting in an Empress and an
every matter, but they had enough wisdom and
empire, although economic and strategic
skill at diplomacy to try and reach an accord of
relations between most, if not all of the nations
some kind. War, which had destroyed the
would benefit them all, especially the more
Kingdoms of Man and almost condemned them
remote regions to the north.
to extinction as a species was not an option any of the queens wanted, despite the lure of
As their debates drew more women to the
greater empires and future glories for them. To
forums, as well as merchants and travelers from
war even over the fate of Man was agreed
other countries, one woman's voice rang out
upon as foolish despite any love or hatred,
from the crowds and asked what was to become
forgiveness or spite any woman had for men.
of Man himself. Although none have ever been able to identify this woman, and credit has been
After ten months of controlled discussions,
given to one individual or another over the
the queens came to a unanimous agreement on
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Maidenheim: The Age of Scorn
Nations and Empires: Lycaeon
a series of universal guidelines and laws which
are forbidden to carry weapons, wear armor, or
they had named the Reparations, essentially
to receive instruction in magic. The majority of
giving the themselves absolute sovereignty over
men in Lycaeon have been Hobbled to some
men within their own domains, clearly defining
degree, even though mothers are given the
matters of Authority and Compensation, and
choice on whether or not to implement it (which
permitting the queens to permit or deny any
says very little about them actually), but
social status for men, from equality and
methods of good taste are preferred over the
opportunities to slavery and servitude. With
more severe. Typically, this is limited to a
the approval of the priestesses of Hera, as
severed tendon behind the ankle at birth, and
well as the churches of Hecate, Loviatar,
only those men who have attempted escape or
Ishtar, and Hel, the Reparations were born,
physically attacked a woman have received
and Lycaeon is regarded as the nation who
more harsh treatment. Life for a man in
gave birth to the modern age.
Lycaeon is said to be rather good, as long as he knows his place and doesn't try to live on his
GOVERNMENT AND POLITICS
own Authority.
The queen of Lycaeon holds absolute
authority of the land, and none dare to defy
MILITARY
her. She has the full support of the
As a wealthy nation, Lycaeon's standing
priestesses of Hera, as well as the goddess'
armies and navies are among the best on the
blessing. No queen has ever ruled without the
Pelaegos, perhaps even the world. Northern
support of the Herans. The queen generally
Lycaeon is riddled with fortifications,
leaves the day-to-day affairs of her nation to
strongholds, and battlemented walls along the
her senators, titled noblewomen who listen to
Road of Queens, providing safe travel along
the grievances of the common woman and
the road as well as a powerful defense against
discuss them with the queen and other
invaders from the north. With a large degree of
senators in the forums. Senators are not
Lycaeon as coastline, every port city is home
elected officials in Lycaeon, but appointed by
to an entire fleet of galleys and warships which
the queen from among the aristocracy and
not only protect the cities from attack by other
noblewomen. Many of the senators are also
nations' ships, but they also scour the coasts looking for pirates and other threats.
priestesses of Hera, giving Lycaeon's governing body a powerful advantage over those of other nations.
Lycaeonian cities, due to their wealth, also
Men do not play any role in government in
to curb theft and vandalism. It isn't easy to
Lycaeon, and at best they are treated as
successfully burglarize a Lycaeonian merchant
second-class citizens. They are entitled to
or Senator's estate, but the daring thieves
walk around and work as they please, but
who pull it off can often retire with a single
boast a good deal of watchwomen and guards
score.
always remain under the Authority of their mistresses even in their absence. They are permitted to wear clothing and receive an education if their mistresses permit it, but they
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Nations and Empires: Lycaeon
PEOPLE AND CUSTOMS
accorded citizen status, and are at best
Lycaeon boasts a high population of 30.6
considered second-class citizens.
million people. Humans make up 70% of this
As a nation concerned primarily with economic
number, with half-elves numbering 20% and the
prosperity and enriching the coffers and lives
rest of the races filling up the last 10% of the
of its citizens, Lycaeonian women enjoy all
population. Men account only for 1% of the
manners of luxuries, and are willing to pay good
population, putting their numbers at roughly
prices for exotic goods from distant lands.
300,000 men accounted for throughout the
Dyed Tyyrhan silk robes, gold and encrusted
entire nation. Their numbers were once slightly
jewelry from Lanthia, spices and incense from
higher, but with the popularity of the fertility
Persaedon, Ghandharan tapestries and rugs,
priestesses allowing women to forego any
scented Aegonian wine, perfumes from
Compensation in exchange for keeping any
Thentyr, and other luxuries fill the markets of
sons, more and more women have been birthing
Lycaeon's ports and eventually fill and adorn
daughters every year, while the numbers of men
the homes of Lycaeon's women.
under the Authority of Demeter's church remains unaccounted for. Rumors project that
RELIGION
within a century men will no longer actively walk
As the model of authority, queens, and power
in Lycaeon, save those under the Authority of
in all of Scythae, Hera has been adopted as
Demeter's temples, the noblewomen, and the queen.
the matron goddess of Lycaeon. It was her
LANGUAGES
and the ancient queens who discussed the
priestesses who conceived of the Reparations, issues of Man all met in Lycaeon to hold their
Lycaeonian women speak Alcinan as their
debates and came to their agreements in the
native langauge, although their frequent
city of Heracea.
contact with merchants from Thentia and the Marpesian mainland have introduced many other languages into the nation.
Loviatar is also a prominent goddess in
SOCIAL CUSTOMS The women of Lycaeon are free citizens,
power. Hecate has a strong following in
capable of owning their own properties and
Lycaeonian women in the arts of sorcery and
Lycaeon, although Hera overshadows her Lycaeon, and her priestesses help to instruct
lands, claiming Authority if they please, and
magic. Demeter maintains several temples rich
working a trade or running a business for their
in men and gold, while the generals worship
own prosperity and profit. The economic
Athena and Nike to guide them in matters of
system in Lycaeon is not oppressive, and
war and conflict. Aphrodite and Artemis are
women regardless of race or ethnicity are
also accepted in Lycaeon, although their
afforded equal opportunities anywhere within
priestesses have little influence in the day-to-
the country. With one of the best educational
day affairs of the government or nobility.
systems of all the nations, Lycaeonian women often become well to do or wealthy in time, even if they have no Authority. Men are not
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Maidenheim: The Age of Scorn
Nations and Empires: Lycaeon
MONEY AND COMMERCE
although she pales in comparison to Heracea.
Lycaeon mints its own currency, particularly
Set along the shores of Western Lycaeon,
the gold lira and silver centes that are
Lycaea sees more contact with pirates than
exchanged daily by merchants and consumers,
any other Lycaeonian city, and her own ports
as well as electrum mercus and platinum medas.
are busy with war galleys and naval vessels
Coins from other nations are accepted at face
rather than merchant ships. When the Queen
value.
needs to make her authority felt upon the Pelaegos, the ships of Lycaea deliver her
Lycaeon produces large quantities of wine and
message, with easy access to the Western and
olive oils from its vineyards and farms, as well as
Central Pelaegosian Seas.
colored pearls and shells collected from the sea. Iron is mined in the Theus Mountains in
PLACES OF INTEREST The Road of Queens
the northern regions, as is gold and silver. Imports include finished luxuries from other
Lycaeon's northern regions lay parallel to the
nations, as well as wheat and grain from
Road of Queens, one of the premier trade
Cannoria and wood, furs, and hides from from
routes on all of Marpesia. Stretching from
Teichosia. All other farm produce and animal
Calaecia, through Cannoria and Lycaeon,
products are used to support Lycaeon's
into Teichosia, Thessae, Aegonia,
population.
Persaedon, and ending in Tyyrhan, the Road of Queens brings the East to the West. The
CITIES Heracea
rich caravans that travel along the paved and stone worked roads are heavily guarded and
As the capitol of Lycaeon and the seat of
many fortified cities have sprung up alongside
Hera's power on Scythae, Heracea is one of
the Road, but these efforts have not
the most beautiful cities in the world. Marble
completely eliminated the presence of bandit
pillars and statues line her tiled plazas and
queens and their brigands. Lycaeonian legions
streets, decorated with brilliant gardens and
do their part to patrol the Road of Queens
sparkling fountains lined with gold. Heracea's
that passes through Lycaeon, but they have
markets are filled with goods from across
been known to give chase to some bandits who
Marpesia, Thentia, and Ghandhara, her ports
just refuse to find a more honest way of living.
busy enough that captains must often wait for hours prior to docking. Safely tucked along
NPCS Queen Polyta Polyta
the quiet Bay of Lycae, Heracea's harbors are safe and welcoming, and much closer to the
(Human female, Lawful Neutral)
trade routes along the Road of Queens
The gracefully aging Queen Polyta is still in power in Lycaeon, and even approaching 60
Lycaea
she shows no signs of stepping down from her throne. In good health and good spirits,
Lycae was the old capitol of Lycaeon in the
Queen Polyta has truly enjoyed a prosperous
days of Carthia, which was looted and burned
life, inheriting her mother's throne at the age of
by humanoids long ago. Centuries later, Lycae
19, expanding her wealth a hundred times over,
has once again become a prosperous city,
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Maidenheim: The Age of Scorn
Nations and Empires: Lycaeon
and has surrounded herself with the finest of
policy of permitting women to pay no
luxuries and the most handsome of men and
Compensation in exchange to surrendering
women.
their sons, keeping custody only of their daughters. The priestesses would then give
Polyta has a reputation for fairness even if she
1/3 of all those boys to herself or the reigning
is strict, and the men whom she has Authority
queen, to be divided amongst the Senators
over have never complained due to the
and noblewomen as gifts and rewards as signs
attention and care she gives to them.
of her favor. Her critics claim that Polyta
Nevertheless, Polyta would prefer for men to
simply wants to help solidify Authority into the
not remain under the Authority of less
hands of the wealthy and the church of
attentive women, whom many of her own
Demeter, but she surprisingly has very few
subjects remind her of. She suggested to the
critics.
priestesses of Demeter to implement their
MAP OF LYCAEON
18
Maidenheim: The Age of Scorn
Nations and Empires: Teichosia
TEICHOSIA "Verdant Teichosia, with her towering oaks, sacred groves, and women in league with beasts."
GENERAL DESCRIPTION Verdant Teichosia is a nation run by elves,
oranges, browns, reds, and yellows that
their cities tucked between large oaks and
and summer drift on the winds.
brighten the region, while the greens of spring
towering redwoods. Teichosians enjoy a
HISTORY Long occupied by elves, Teichosia contains
decadent and hedonistic lifestyle, and they are said to be the laziest and most jaded of all
many of the oldest ruins in all of Marpesia,
Scythaens, but any evidence of this vanishes
dating back to the earliest days of the Age of
when trouble appears. Teichosian archers are
Scorn, although the Wars of Man and the
perhaps the best on Scythae, and their
terrible ravages of the humanoids have reduced
enchantresses certainly rival the wizards of
these once glorious reminders of the ancient
Thentyr and Ghandhara. In the forests, they
world to dust and ruin. Much of the verdant
are said to command all the animals themselves,
who willingly protect and guide their mistresses.
landscape had been polluted and burned by
GEOGRAPHY AND CLIMATE
leaving scarred cinders and ashen husks in their
the humanoids that tore across the region,
Teichosia is heavily forested nation, consisting
paths. It was the intent of the humanoids to
of both deciduous and coniferous trees that
burn the elves from their homes and
blanket the countryside, hills, and mountains.
sanctuaries, to desecrate the very groves and
Although there are several stretches of rolling
sacred places that served as the heart of
plains and open, gentle valleys, they only break
Teichosia. In these days, elven revelries
up the forested Teichosian landscape,
ceased to exist, their aloofness replaced by
permitting a variety of flowers and tall grasses
desperation and determination. With the
to grow and flourish. A few small marshes and
blessings of both Rallas and Mielikki, the
swamps rest in the lowlands and river valleys,
surviving women and children of Teichosia
but even they are bright and colorful, echoing
drove back the burning tides that threatened
with life and beauty.
to consume them, and the Healing began.
Located in a temperate region, Teichosia
The Healing has only now reached its fruition,
experiences a variety of seasonal changes that
eight centuries after the woodlands of
only further enhance the beauty of the nation.
Teichosia came close to an ecological decline.
Her winters are cold with snow that falls softly
Where once the land was largely left as a
upon the branches and ground, adding
blackened husk of char and ash, there now
gentleness to the landscape like clouds in a
stand hundreds of square miles of healthy
clear sky. Autumn brings on a rainbow of
trees, foliage, brush, flowers, and grass. Rivers
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Maidenheim: The Age of Scorn
Nations and Empires: Teichosia
and streams once choked with the blood of
Their reigns also last for centuries, although
elves, humanoids, and burnt sludge now flow
many noblewomen who have lost their desire to
and trickle like sparkling strands of silvery blue
rule and became interested in more personal
paradise. Animal life slowly returned to
matters resigned their titles to their eldest
Teichosia as the land healed, and now the
daughters. With such a large body of former
forests are teeming with life and insects.
rulers still serving as advisors and counselors to the current noblewomen, Teichosia's political
The success of the Healing was largely due to
structure has the benefit of centuries of
the neighboring nation of Thessae, where
wisdom and experience, making her perhaps the
many native Teichosians fled and assimilated
most efficiently run nation in all the world.
themselves with the human and growing halfelven population. Although they had no longer
With their dependence upon the forests for
desired to live in their ruined Teichosia, they
their protection and prosperity, priestesses of
were willing to send assistance and trade
Mielikki and druids of Rallas have a very
goods to their sisters, who faithfully remained
important role in the decisions of the queen
rooted within their homeland. Even today,
and the nobles. The queen's advisors consist
political and economic trade relations between
of druids and nature priestesses, as do the
Teichosia and Thessae are strong, and
councils of noblewomen. They serve to keep
together these two countries present such a
their rulers informed of affairs within the
united alliance that no other nation could stand
forests, and their ability to commune with
against them.
nature and her beasts allow them to effectively assist the queen and all of Teichosia.
GOVERNMENT AND POLITICS Teichosia is governed by a monarchy, much
Laws in Teichosia are fair and just, with few
like the other nations of Marpesia, with a
severe penalties. Most Teichosians are not
notable distinction. As an extremely long-lived
prone to thievery or violent crime against each
race, elven queens rule for centuries unless
other, and with so many people living extremely
deposed, killed, or death claims them.
long lives; almost everyone seems to know
Teichosia has only recently coroneted their
everyone else, in name if not personally. The
second queen since the Healing began 800
majority of the crimes committed in Teichosia
years ago, her mother passing away only within
are by foreigners who think they can take
the past year.
advantage of Teichosian generosity and perceived frailty. These few women and
Titled noblewomen administer the queen’s rule
escaped male slaves are now residents of
throughout Teichosia. For Teichosians, their
Teichosia's prisons, which are comparably as
rulers are claimed as just and wise, for the
gentle to those in Cannoria, without the
Healing removed any desires for personal
horrific conditions that Tyyrhan and Mesonia
greed or selfishness. As a nation that was
are known to have.
nearly made uninhabitable, Teichosia's nobles perhaps serve their elven subjects best of all
the similarly tasked noblewomen in the world.
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Nations and Empires: Teichosia
MILITARY
offenders swarms of stinging insects, packs of
The Teichosian military consists largely of
wolves and bears, treacherous growths of
archers, combining the ranges short and long
thorny vines and brush, sinking bogs, and other
bows for strategic attacks and defenses.
natural responses. Bandits and brigands know
Foreign cavalry and mounted units have a
all too well the types of dangers they face when
treacherous time in Teichosia's forests and
entering Teichosia's woods, and even they
hills, although the elves seem to have no
take extreme care when making their camps and
problems guiding their own steeds between the
hiding places in the protection of the nation's
twisting trees and tangling underbrush.
forests.
Although most elven cavalry are mounted upon
PEOPLE AND CUSTOMS
light warhorses, there are also many riders with
Although Teichosia is a moderately large
trained giant elks and stags as mounts. Several
nation, the forested countryside contributes to
units of cavalry consist of elven women of
a below average population density.
purity mounted upon the backs of unicorns,
Approximately 20.6 million people live
trained for war and tamed to be loyal to their mistresses until death.
throughout the nation, 80% of whom are elves
Rangers are very common in the ranks of
half-elves, and the last 5% consisting of
Teichosia's military, and serve an important
humans, halflings, and both deep elves and
of sylvan, gray, or high elven blood, 15% being
half-elves of deep descent.
role as messengers, scouts, and guides for foreigners throughout the nation. Without
There are roughly 300,000 men in Teichosia,
their knowledge of the ways of the forests,
most of who are considered to be of second-
most foreigners would find themselves on the
class status, with a few living as slaves. All have
wrong end of a druid's wrath or hopelessly lost
been Hobbled to some degree, but the elven
in the thick forests. Most travel throughout the
preference for aesthetics limits any permanent
country takes place along the Road of
branding, scarring, or mutilations. At birth,
Queens and a few roads that have been
boys have a tendon severed in their wrist to
designed to carefully avoid sacred areas, and
prevent them from drawing a bow effectively as
the rangers do their best to prevent any
foreigners from straying off of these paths.
they mature. Few elven men have ever received
Perhaps the greatest advantage the
where men have a leg crippled or hobbled, elven
Teichosians have are the druids themselves,
men are permitted the full use of their legs so
women of Rallas or Mielikki who can turn the
that they too can partake in elven festivals and
forces of nature against invaders, summoning
dances. Many foreign noblewomen hire elven-
the aid of animals, birds, and insects to
dancing troupes of both women and men from
confuse, harass, and attack those who would
Teichosia, who are heralded as the best
defile their home. They have a tendency not to
dancers of the entire world. The new queen is
give any warnings, taking a lesson from the
considering outlawing the act of Hobbling
past, and even the slightest perceived affront
altogether, or at least permitting mothers to
a treatment beyond this. Unlike other nations
choose. Her decision has yet to be made.
to nature in Teichosia will bring upon the
21
Maidenheim: The Age of Scorn
Nations and Empires: Teichosia
LANGUAGES
Rallas and Mielikki are both worshipped
Largely occupied by elves, Enoris is the
throughout Teichosia with large, beautifully
language spoken by most Teichosians, even
designed temples to the nature deities found in
the few half-elves and humans who live here.
every city and village. Their temples are works
The human language of Alcinan and the
of natural beauty themselves, formed from
halfling tongue of Yond are also commonly
carefully grown and twisted trees, walls and
spoken as second and third languages.
canopies of vines and foliage, meticulously funneled fountains and waterfalls, and
SOCIAL CUSTOMS
artistically arranged beds of flowers and
As a nation largely influenced by elven culture,
brushes. As places of tremendous natural
Teichosians spend much of their effort and
power, the animals of the forests themselves
time in the pursuit of entertainment, revelry,
walk amongst the women and priestesses in
dance, and song. Nowhere does a single
these temples in absolute harmony. Half-elven
evening go by without a festival of some sort
and human druids in Teichosia more openly
occurring in a nearly village or city. Teichosian
worship Mielikki, while elven druids prefer to
minstrels and poets are legendary for singing
worship the Lady Rallas.
words that swell eyes and hearts with tears and joy, and dancers from Teichosia are paid
Throughout the forests, the druids of both
exorbitant wages to entertain queens and
faiths have constructed an undocumented
noblewomen in nearby nations, even as far east
number of groves, cairns, and henges from
as Tyyrhan.
where they commune with nature. They are unapproachable and largely undetectable by
As the women of Teichosia mature, archery is
any other than the druids, but many rangers
impressed upon them from the moment they can
know where some of them are, and serve to
lift a bow and draw a string. Before they even
protect them as well.
reach the earliest ages of womanhood, Teichosians have all achieved a considerable
MONEY AND COMMERCE
degree of skill and proficiency with the short
Teichosians mint their own platinum, gold,
and long bow.
electrum, and silver coins. Platinum fluera and gold fluers are used frequently between
RELIGION
nobility and merchants, while most Teichsoians
The Lady Lorellan is the matron deity of
settle for electrum shims and silver luen.
Teichosia, and her priestesses take the most
Foreign currency is accepted at face value.
active role in the nation's politics than any
Teichosia imports many foodstuffs,
other. No queen may sit upon Teichosia's
particularly grain and wheat from Cannoria
throne without the approval of Lorellan's
and spices from Persaedon. They also prize
priestesses, for they are truly the best judges
Tyyrhan silks and gemstones and ores from
of character when it comes to determining
Lanthia and Mithia.
which noblewoman comes closest to the elven ideal.
Although the country does export animal and plant byproducts such as oils, wood, the finest
22
Maidenheim: The Age of Scorn
Nations and Empires: Teichosia
paper, herbs, medicines, perfumes, and incense,
by Teichosians unaware of its location. From
the druids carefully regulate these products to
this grove the priestesses and druids can
preserve the natural resources of Teichosia.
effectively coordinate their efforts across the
This is perhaps the only direct role the druids
nation, easily travel throughout the region
have in Teichosia's economy, and much of the
using enchanted gates, and keep aware of
revenues generated from these products are
events occurring anywhere within Teichosia. It
tithed directly to the temples of Mielikki and
cannot be found on accident; only those
the druids. Meat from animals hunted for food
knowledgeable of its location can travel there,
is not exported, although carefully tanned and
and the legends say that it does not truly exist
cured hides and furs are sold in moderation to
on Marpesia, but rather on the Beastlands in
the Lanthians, Llyrdonians, and Mithians to
the Outer Planes, close to Mielikki's home
the north and east.
called Krigala. Those who know do not speak of the truth of this, but the avatar of Mielikki
CITIES Mielea
Herself is also believed to frequent the grove, offering advice and guidance to her faithful.
Mielea, the capitol of Teichosia, was the first
NPCS Queen Arhendril
true settlement established after the Wars of Man, and was dedicated to the goddess Mielikki from whom the city takes her name.
(Sylvan Elf, female, Ranger and Wizard,
Mielea is a combination of a multi-tiered
Neutral Good)
treetop city of bridged platforms set into trees
As a young Queen, Arhendril is only 322
hundreds of feet in the air, and settlements
years of age, a young woman by human
gathered around the bases and trunks of the
standards. Her late mother Queen Ilistrael
large redwoods and tremendous oaks which
was present at the signing of the Reparations,
support the arboreal settlements. Massive
and with her death the queens of Marpesia
mechanical elevators provide a means of
offered their condolences and gratitude to
reaching the tiered levels, as do long, winding
Arhendril, making the young queen the most
stairways carved along and inside the trunks of
respected of all royalty on Marpesia. She has
the trees. Mielea is perhaps the cleanest city
accepted the crown of her mother, but finds
on Marpesia, and certainly the most beautiful
the burdens of responsibility which come along
and serene, combining the natural beauty of
with it a bit too much for her to bear. After all,
the forest into a harmonious relationship and
she enjoys archery and her magical studies,
haven for elves, half-elves, and humans alike.
dancing, carousing, flirting, and woodland adventures, which governing and politicking
PLACES OF INTEREST Mielikki's Grove
interfere with considerably. Her mother's chief advisor, the Great Druid Elendra, has taken Arhendril under her guidance and performs
Although few have ever been there save
much of the diplomatic tasks of Teichosia.
priestesses of Mielikki, druids, and the rangers
She is doing the best she can with an elven
who protect it, Mielikki's Grove is the most
woman so young on the throne, but within
sacred place in Teichosia, hidden away deep within the forests and only spoken of as legend
23
Maidenheim: The Age of Scorn
Nations and Empires: Teichosia
another century or two, Arhendril will learn
what it truly is to be the Queen of Teichosia.
MAP OF TEICHOSIA
24
Maidenheim: The Age of Scorn
Nations and Empires: Thessae
THESSAE "The Gateway to the East, with bustling markets, crowded ports, and warring merchant queens."
GENERAL DESCRIPTION
skilled in elemental magic. These women use
Also called the Gateway to the East,
their powers to clear the passes of snow and
Thessae has grown wealthy by controlling the
treacherous ice, eliminating the risks of
trade routes that connect Eastern and
avalanches and allowing Thessaen caravans to
Western Marpesia. The half-elves who rule
still carry goods and supplies to other nations.
here are also great diplomats and negotiators
A few foreign merchants will also travel
between humans and elves, and their mixed
through Thessae during the winter as well, and
status gives them an advantage when dealing
the efforts of the Thessaens have been largely
with other mixed races like the half-orcs of
responsible for the prosperity of peoples and
Tyyrhan. As a neutral nation, Thessae stays
nations across Marpesia during the winters.
out of other nations' conflicts, and they have
HISTORY
enough steel and magic of their own to keep things that way.
Thessae suffered tremendously under the
GEOGRAPHY AND CLIMATE
nation did, and evidence of the past is clearly
ravages of the humanoids just as any other
Thessae’s landscape provides a variety of
seen in the scattered ruins and crumbling
terrain, much of which consists of gently rolling
castles and walls that dot the countryside like
forested hills, peaceful valleys, and low
bitter scars. Long known for their
mountains with navigable passes. Located in a
perseverance, the surviving Thessaens were
temperate zone, Thessae experiences cold,
determined to rebuild their civilization, even if
snowy winters, mild springs, warm summers and
they had to travel far and wide to gain the
colorful autumns. Small farms and orchards dot
supplies, goods, materials, and essentials for
the countryside and surround Thessae’s
survival in order to do so. This willingness to
villages and cities along the trade routes. The
travel and explore became the basis for the
southern coastline along the Aegonian Sea
success of the Thessaens as merchants and
boasts soft, sandy beaches and well-
caravan mistresses that has drawn more wealth
maintained harbors and lagoons, where
into Thessae than anyone would have
Thessaen ships dock at what are some of the
imagined.
busiest ports in the world.
Unlike other nations who resorted to banditry
Although the mountain passes and trade
and armed conflict to secure the necessities for
routes do get covered with snow and ice during
survival after the Wars of Man, the women of
the winter months, the merchant houses have
Thessae quickly learned the arts of diplomacy
employed a number of sorceresses and wizards
and negotiation. They quickly learned to use
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Maidenheim: The Age of Scorn
Nations and Empires: Thessae
their weapons to ward off the more violent
that permitted even large caravans to pass
Lanthians to the north, who frequently raided
each other in both directions. Fortifications
northern Thessae for men. In exchange for
and strongholds were constructed to watch
access to Thessae's men, the Lanthians would
over sections of the road throughout Thessae,
provide the early merchants with valuable ores,
which spread into neighboring nations as the
precious stones, and supplies from the north.
benefit of a well-patrolled road curbed the presence of bandits considerably.
This actually became the influence for the Compensation that was later enforced under
The winter months were the hardest for nearly
the Reparations a century later. With
every nation in the temperate and northern
increasing numbers of elven women and men
climatic zones, but the Thessaens were still
from burnt Teichosia finding haven in
determined and stubborn enough to continue
Thessae's valleys, the merchant queens were
lining their coffers and supplying not only their
able to provide a more handsome variety of
own cities with supplies, but those of their
men for women, and the first breeding caravans
trading partners as well. Using the magic of
were mounted from Thessae into neighboring countries.
elemental wizards, sorcery was put to use to
Although the Mesonians and the Han are
mountain passes and to open up the roads for
generally attributed with the origins of the
the caravans to travel on. The surprising
breeding caravans, they stole the idea from
success of the Thessaens in this endeavor
Thessaen caravans after raiding them and
enabled them to capitalize on increasing the
stealing the men and other goods. The
prices of their goods that would have otherwise
Thessaen merchants did not take kindly to the
been unavailable during the winter months.
banditry upon their caravans, and began using
Even today, the inflated prices during the
their growing wealth to hire mercenary
winter months of temperate and northern
companies to guard their goods. In time, they
nations is hardly a complaint, since the taverns
were able to outfit armies loyal to the merchant
and inns can restock their supplies of beer, ale,
houses, armed with lances and bows,
and mead when needed rather than waiting for
crossbows and long spears, and trained in a
the spring caravans.
clear out the snow and ice of treacherous
variety of tactics that enabled them to
Surrounded by nations striving for military
effectively ward off all but the most determined
dominance, the Thessaens pursued the road
of highway robbers. When bandits began
to economic prosperity instead. The
hiring the services of wizards and sorceresses, so too did the merchant houses of Thessae.
merchants have achieved just this, and even
Merchants from Thessae also developed the
trade routes across Marpesia, every nation
Road of Queens. Originally, it stretched
would suffer a considerable loss in trade
along an old system of roads dating back to
should they turn their backs on the Merchant
ancient times, but the Thessaens were able to
Queen, since only the Thessaens have been
further develop and construct a well-paved
able to fully establish themselves into the
series of bridges and walled and elevated roads
economic infrastructures of their neighbors.
though they do not have a monopoly over the
26
Maidenheim: The Age of Scorn
Nations and Empires: Thessae held their power for 320 years. The
Not even the halfling and gnomish merchant guilds in Cannoria have accomplished this.
competition is fierce enough that sabotage and banditry is clandestinely supported against
GOVERNMENT AND POLITICS
rival houses, although any noblewomen or
Thessae has a queen like the other nations
merchant houses that are caught will be
across Marpesia do, a hereditary title passed
punished severely by the queen and other
from mother to eldest daughter. The royal
merchant houses.
family, however, is not really a family with a royal lineage dating back several centuries.
Noblewomen in Thessae do not have actual
The queen and her family represent the
titles as nobles in other nations do; there are
merchant house that has the most wealth,
no baronesses or duchesses in Thessae,
power, and influence in the country. Other
although lesser dynasties do have inheritable
noble families also represent the wealthiest of
status for rulers within the merchant houses. A
the merchant houses, who control the
noblewoman’s effective status is determined by
numerous guilds and craftsmen that make up
the success of the merchant house she
the lifeblood and prosperity of Thessae. The
controls, measured in gold and assets. The
queen and her advisors are largely responsible
more wealth the houses have, the more
for developing, executing, and enforcing laws
influence their noblewomen will have when
that not only maintain the peace within
voting on important issues in Thessae’s
Thessae, but also serve the interests and
government.
profits of the merchant houses. Her word is
Since noble status is determined by wealth
not effectively law, and she must rely upon the
and ability in Thessae, it is possible for any
votes of the other merchant houses and their
woman with enough business savvy and success
noblewomen to pass laws. The noblewomen
within a merchant house to become a queen or
and merchant houses can also meet at
noblewoman and to start her own ruling
Assemblies to discuss important issues and to
dynasty. The first dynasty was a human family,
approach the queen with their decisions, similar
but after a third generation, half-elven families
to the Senators of Lycaeon meeting in their
largely began to dominate the nobility, with an
Forums to make suggestions to their queen.
occasional elven or human family. Many noble
Should the queen disregard the desires of the
families contain relatives of elvish, half-elvish,
nobles and their houses, she will not remain in power for long.
and human blood. Even a wealthy halfling,
The title of queen is held only as long as the
recognized as a noble if she had enough wealth.
gnome, or half-orc from Tyyrhan would be
merchant house that hosts the queen can
As a powerful trading nation connecting
maintain their wealth above all other merchant
Eastern and Western Marpesia, Thessae
houses in Thessae. There have been several
maintains strong and cordial trade agreements
changes of power in Thessae over the past
and economic alliances with every nation in the
800 years, and much competition between the
world. These agreements are strictly
houses in their pursuit of wealth and influence.
capitalistic in nature, allowing Thessae to
The current dynasty ruling of Thessae has
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Maidenheim: The Age of Scorn
Nations and Empires: Thessae
remain a politically neutral country. Their
The vigilance of Thessae’s merchants and
fierce insistence on this matter is backed with
soldiers makes all but the most determined of
enough steel, magic, and control over the trade
bandit raids successful in the country. Most
routes along the Road of Queens to enforce
women who have taken up lives of brigandry
it.
and highway robbery find their occupations much easier outside of Thessae. The only
Despite Thessae’s independence, they do
women who have managed to successfully
maintain a very strong relationship with
thwart the merchants and soldiers were
Teichosia, with many of the noblewomen still
Thessaens, armed with enough steel, magic,
maintaining strong family ties and relatives
and knowledge of Thessae’s defenses, trade
within the elven homeland. Although the two
routes, and terrain to be able to pull off such a
nations are not formally united, the unity of
rewarding task.
many families between these two countries
PEOPLE AND CUSTOMS
often brings them together in matters of war
Thessae was originally a nation ruled by
and politics. Their steadfast devotion to each
humans, but after the Wars of Man a large
other has earned the two nations together as the "Two Sisters."
number of elven refugees from Teichosia fled
MILITARY
Thessae’s cities and castles may have been
to the region seeking a more place to live.
In order to maintain their control over the trade
ruined, but the land was still suitable for
routes, Thessae boasts a well-trained and
development afterwards. After centuries of
disciplined army. Cavalry serves her best, and
interbreeding between the humans and elves,
every caravan that travels through Thessae is
Thessae has become a nation of half-elves,
accompanied by at least a company of medium
who now total 85% of the population. Elves
cavalry trained with the lance and short bow.
and humans together make up 10% of the
Foot soldiers are skilled in the use of long
population, while the last 5% consists of
spears and pikes to ward off mounted bandits
halflings, gnomes, and other races.
and brigands, and women skilled with the crossbow are among the deadliest archers in
As a well-settled nation with flourishing trade
the world, providing lethal missile defenses
routes, Thessae boasts an above average
against any who would attack their caravans.
population density. Approximately 27 million people live within Thessae, almost 500,000 of
Fortifications and strongholds are common
who are men. These numbers are up slightly
across Thessae, protecting the mountain
from only 50 years ago, when the Thessaens
passes and providing added security along the
began trading with the deep elves. Purchasing
trade routes. These strongholds also serve as
large numbers of deep elf males from merchants
trading posts and caravan stops, and have
has increased the number of elves in Thessae,
many villages and towns nearby which depend
born of half-elven mothers. The handsome
on them for defense and supplies.
deep elves and half-deep elf males are quickly becoming popular across Marpesia amongst half-elven, human, and elven women, with
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Maidenheim: The Age of Scorn
Nations and Empires: Thessae
caravans as far east as Tyyrhan and
unmatched in all the world, save for cripples
Ghandhara, as far south as Thentyr, and as
and invalids incapable of work. There are
west as Calaecia sending their own merchants
people with slight disabilities who are still
to Thessae to trade with the deep elves.
employed in a craft or trade, many of whom are
Thessae’s first generation of half-elves and
very skilled and successful at what they do.
elves of deep-descent are all under 50 years of
The work ethic and environment promoted by
age, a few of whom are likely to continue
Thessae’s guilds does as much as it can to
producing a second generation of children.
accommodate everyone who can work. Laziness is a trait quickly stamped out of
Men in Thessae are treated as second-class
Thessae’s women and men at an early age.
citizens and largely treated well, although they are all Hobbled to some degree, usually just a
With a diverse population of humans, elves,
leg which has a severed tendon behind the
and foreign immigrants looking for work,
ankle. The hands are left intact so that they
Thessae boasts many cultural influences.
can be put to work as craftsmen and laborers.
Holidays and religious customs are frequent
Men in Thessae have been apprenticed since
throughout the year, and nearly every form of
an early age at a particular craft or trade, many
entertainment imaginable can be found in
becoming so proficient at their trades that they
Thessae, with the brutal and deadly games of Tyyrhan being an exception.
are generally considered master artisans and craftsmen before they reach thirty or so years
RELIGION
of age. Goods that are made or produced in
Thessae has no preference for worship of any
Thessae will generally fetch higher prices in
particular goddess over another, and temples
foreign markets due to the skill of Thessaen
from many faiths exist within the nation. In fact,
craftsmen who make their merchant houses and guilds wealthy.
these temples often become merchant houses
LANGUAGES
benefit their temples and communities in other
themselves, supporting their own caravans to nations.
Alcinan and Enoris are the two most commonly spoken languages in Thessae,
MONEY AND COMMERCE
although Archae is spoken by nearly everyone
Thessae is wealthy enough to mint her own
as a necessary second language. Most
coins and trade bars. Noblewomen use
merchants are also fluent in Yond and foreign
platinum cincas almost exclusively, while the
languages from the East and Thentia to the south.
gold pesa and electrum pesant are used
SOCIAL CUSTOMS
decs and copper centesa in more common use
Women and men in Thessae receive the
by the citizens. Trade bars are also used in
benefits of a good education and
values of 10, 25, 50, 100, 500, 1,000, and
apprenticeship in a craft or trade. There are
5,000 values, minted in gold and silver. These
no people capable of work unemployed in all of
trade bars are called guildens, and are
Thessae, an amazing social accomplishment
exclusively used between the merchant houses
between merchants and adventurers, with silver
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Maidenheim: The Age of Scorn
Nations and Empires: Thessae
and guilds for transactions involving large
oils, medicines, glasswork, textiles, jewelry and
quantities of trade goods. Guildens are all
finished stones, metalwork, and weapons. The
minted in different sizes and weights, from one
quality of goods that the Thessaen guilds
pound for the smallest and up to 50 pounds for
produce has made them the wealthiest
the largest of guildens. In order to prevent
merchants in the world, surpassing even the
successful halflings and gnomes in Cannoria.
thieves and bandits from simply selling them off for profit, guildens can only be used at face
CITIES Thessalos
value when purchasing trade goods within the guarded halls of a guild house, not for personal possessions or services sold in villages or cities.
Thessae’s capitol city of Thessalos is one of
If someone tries exchanging them for cash, they
the largest in the entire world, numbering over
will only receive 1% of the guilden’s value.
100,000 people. Her markets are filled with
Bandits who manage to acquire a chest full of
goods and luxuries from all across Marpesia,
guilden often find enough to set their bands up
Ghandhara, and Thentia, her ports along the
as merchants themselves.
Aegonian Sea billowing with the colored sails of ships from nearly every nation. All of the
With so many merchants doing business in
powerful merchant houses maintain private
Thessae, foreign currency is accepted at face
estates in Thessalos, overseeing the guild and
value only in guild houses where they can be
caravan mistresses and their employees. The
exchanged for Thessaen currencies. Foreign
Merchant Queen of Thessae keeps her
currency won’t be accepted directly by
immense and luxurious palace in Thessalos,
Thessaen merchants, but Thessaen coins and
where the Assembly meets monthly to discuss
guildens are accepted anywhere else.
the economic and military needs of Thessae. As a neutral city, queens and diplomats from
Thessae’s economy produces enough to
rival nations often meet in Thessalos to
support itself without relying on a large number
negotiate resolutions to conflicts or short and
of imports. Farmers and ranchers produce
long term alliances, which the Thessaens often
enough crops and meats to feed the
mediate between.
population, with enough fish and products from the sea to supplement any losses due to a poor
Listrae
harvest. Luxuries are the most frequently
Listrae is Thessae’s second most prominent
imported goods, with exotic and valuable goods
city, although she is just only five decades old.
filling Thessae’s markets much like those in
Settled by the first dark elven settlers to make
Lycaeon. Raw products such as raw metal and
a home on the surface world, Listrae has
precious ores, uncut gemstones, uncured hides
quickly grown to almost 100,000 people. The
and furs, wood, are imported for the craftsmen
city’s major export is deep elf males, sold as
to produce finished luxury goods for export.
slaves and servants to merchants from all across Marpesia and beyond. The demand for
The craftsmen of Thessae export masterfully
such handsome mates makes their prices very
produced a variety of luxuries such as
high, at least 1,000 gold coins or the equivalent
furniture, paper, wine, animal, plant, and mineral
in trade goods. Listrae also boasts the largest
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Maidenheim: The Age of Scorn
Nations and Empires: Thessae
temple to Strael on the surface world, and her
exceptional long swords they masterfully craft
temples in Teichosia are all subordinate to the
are legendary across Marpesia, and equally
priestesses in Listrae.
expensive. Queen Eurylea has much to be proud of, but there have been an increasing
PLACES OF INTEREST The Twin Ranges
number of bandit raids within Thessae’s borders. The merchant houses have been able to prevent the brigands from most of their
Eastern Thessae is dominated by the
successes, but they have also complained that
towering Murgantians, a long range of jagged
a powerful bandit queen has risen to challenge
and frozen mountain peaks which separates
the wealth and profits of Thessae’s merchant
Thessae from Tyyrhan. Large but
houses, with enough magic and steel of her own
treacherous mountains passes actually divide
to rival theirs. The rumors of this woman are
the Murgantians into two separate ranges
exactly that, since no captured bandit has ever
called the Northern and Southern
claimed to know her and the locals insist on her
Murgantians. Although the merchant houses
existence. Queen Eurylea would richly reward
have been able to keep the pass clear of snow
anyone who discovered any concrete evidence
and ice, an increasing number of humanoid and
regarding the truth of her existence.
giant raids have decimated their caravans on their way to or from Tyyrhan. Profits are being
The Bandit Queen
lost, as are large numbers of deep elf males that were part of breeding caravans or
Human or half-elf (?) female, Ranger and
destined for Tyyrhan's slave markets. The
Thief, Chaotic Neutral
merchant houses have offered considerable
The mysterious bandit queen certainly does
rewards to any brave adventurers who could
exist, although she has yet to be caught. The
find the lairs of these humanoids and giants
efficiency she conducts her raids upon well-
and drive them away for good, so that the
guarded caravans points to knowledge and
caravans would remain unmolested.
experience in military training, perhaps from the academies in Aegonia. Her women consist of a
NPCS The Merchant Queen
number of races, even muls and mixed breeds from Tyyrhan, and it is said that she even has
Half-elven female, Lawful Neutral
unhobbled men trained in weapons and war in
Queen Eurylea is the fourth Merchant
her ranks. She is rumored to have sorceresses
Queen of Thessae, her family’s dynasty
and wizards in her employ, and priestesses from
dating back 320 years. She is still an attractive
the faiths of the goddesses of war riding at her
woman at 73 years of age, and she certainly
side. She strikes several times per year,
has many more good years ahead of her. Her
although there are plans to increase her raids
daughters are all successful merchants
in neighboring nations.
themselves, her eldest being groomed to take her mother’s place in turn. Eurylea’s sons are known for their skill at sword smithing, and the
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Maidenheim: The Age of Scorn
Nations and Empires: Thessae
MAP OF THESSAE
32
THE FRONTIER Although they are still considered a part of the Maidenlands, the lands to the northeast and west of Lycaeon and Aegonia are referred to as the Frontier, a less settled and civilized region of Marpesia. The Frontier is known for boasting a significantly larger number of demihuman residents. The dwarven nation of Mithia and the hardened women of Lanthia are the two most powerful nations in the region, while the halfing queen of Cannoria grows wealthy enough to rival Lycaeon and Aegonia in the Maidenlands, and Calaecia and Llyrdonia sleep rather peacefully between them.
CALAECIA, THE BEAUTIFUL Lovely Calaecia, with her majestic forests and soft hills, quietly watches over the Dardan Ocean in the west. Largely unsettled, Calaecia boasts only a few major cities and a few dozen towns and villages, but very few are left wanting. Land and game is plentiful, the fields produce a harvest only surpassed by Cannoria, and resources are abundant. Calaecia is a rich and beautiful land, and the women here are in desperate need of more daughters and sons to fully settle their nation.
CANNORIA, THE BOUNTIFUL The swaying fields of Cannoria produce such an abundance of grain that the nation grows wealthy from its export. The halflings rule Cannoria, and oversee countless plantations and farming communities that fill the nation's lands. As the most settled nation in the Frontier, more trade comes and goes through Cannoria than anywhere else, adding much to the queen's coffers and enriching the lives of Cannorians as well
LANTHIA, THE BOLD Bordering the landlocked Pontic Sea, the hardened women of Lanthia face a difficult life in the northern regions of the Frontier. Humanoid raids are a constant threat to the Lanthians, and all their cities and towns are well armed and defended. The trade routes to the south are perilous, and merchants often choose to avoid going to Lanthia without a small army of mercenary guards to accompany them. Lanthia's queens have done an admirable job in keeping their thrones and their crowns from falling to a number of humanoid tribes, and women from Lanthia as a whole tend to have more experience fighting these beasts than women elsewhere. Lanthia's wealth is drawn from the Marpesian Mountains, rich in gold, silver, precious stones and iron. They have come into conflicts with Mithia over mining rights in the Marpesians, but the threat of humanoids prevents them from shedding any blood over it.
LLYRDONIA, THE GENTLE Nestled between gentle foothills and lush pine forests, Llyrdonia is home to large numbers of gnomish and half-gnomish settlements. They frequently trade with the dwarves of Mithia in the north, and the halflings of Cannoria to the south. Llyrdonian hills are not always safe, known to hide small numbers of
33
humanoids from the earth, and the region is riddled with caves that stretch deep into the bowels of Scythae.
MITHIA, THE GUARDIAN Deep within the halls of the northern Maidenpeak Mountains rule the dwarves. Although dwarves are by nature a silent and xenophobic race, Scythaen dwarves have had by necessity to become more open to other races, particularly in search of mates. The Mithian dwarves frequently seek out bands of humanoids hiding in the caves of the Maidenpeaks, and have been largely successful in keeping their populations from becoming to numerous.
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Maidenheim: The Age of Scorn
Nations and Empires: Calaecia
CALAECIA "There is no worse time to attack Calae when they are engaged in debauchery."
GENERAL DESCRIPTION
and low mountains, a large number of small
Lovely Calaecia, with her majestic forests and
marshlands, bogs, and fens. Only in the higher
soft hills, quietly watches over the Dardan
elevations are any significant fortifications
Ocean in the west. Largely unsettled,
constructed, due to the softer ground along
Calaecia boasts only a few major cities and a
the shores and lowlands. Winters are cold and
few dozen towns and villages, but very few are
bitter as the winds from the Dardan whistle
left wanting. Land and game is plentiful, the
across the land, but Calaecia's springs and
fields produce a harvest only surpassed by
summers are warm, wet, and long enough to
Cannoria, and resources are abundant.
provide more than enough food and farmland
Calaecia is a rich and beautiful land, but the
for those who live here.
women here are desperately in need of more
daughters and sons to fully settle their nation.
HISTORY
GEOGRAPHY AND CLIMATE
small monasteries and strongholds to more
Calaecia is covered in a number of ruins, from
Calaecia is connected to the Marpesian
complex castles and fortresses and once-
mainland by a narrow and flat land bridge called
sprawling cities. The devastation of the Wars
the Floodmarch. During the winter months, the
of Man and the humanoids that followed them
Floodmarch is covered with layers of snow and
trampled any distant empires that may have
ice, and travelers can manage to trek across the
ruled here centuries ago, and with a fleeting
bridge between Calaecia and Cannoria. As
population, little to nothing has been done to
the winter snows melt and the tides of the
restore these once proud monuments.
Dardan Ocean and the Bay of Calae rise,
Referred to as Calae in surviving ancient texts,
the Floodmarch becomes narrower, feeding the
the ruins that remain had once been assimilated
saltmarshes that blanket the Bay and the
into the Carthian Empire, and Calae served
northern coasts along the Dardan. Although
her as a subject territory. Fading remnants of
Thessaen and Cannorian merchants do
Truscan writings can be found scrawled upon
manage to drive their caravans across the
ruined temples and crumbling towers, but
Floodmarch, the trade routes do cross through
nothing remains of the people who once lived
difficult and soft terrain, and merchants only travel to Calaecia several times a year.
here. Now, these ruins sleep undisturbed,
Calaecia herself rests quietly in a northern
covers them in wild blankets of roots and brush.
hiding their secrets beneath the land that
temperate zone, and is covered with a variety of deciduous and temperate forests, gentle hills
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Maidenheim: The Age of Scorn
Nations and Empires: Calaecia
Although many surviving bands of women and
ever sat upon Calaecia's throne as a king.
the few men who remained with them attempted
Despite the degree of tolerance amongst the
to permanently settle within Calaecia, it was
Calaecian noblewomen, the throne belongs strictly to women.
only three centuries ago that the first successes at restoring the land to her past
The queen may claim all of Calaecia as her
glory began to succeed. Settlers from
own, but only 2/3 of the land is actually under
Lycaeon were able to establish Icinium, the
her sovereignty. In the northern highlands,
first permanent settlement after the Age of
there are unsettled and wild regions populated
Scorn had ended, and with her close proximity
by humanoid bands and a large number of
to the Floodmarch and being perched upon
strange and dangerous beasts. Although
the hills overlooking the Icen River she has
progress has been slow over the past few
continued to remain the most prominent city in all of Calaecia.
centuries, the queens have been steadily
The settlers who followed slowly carved their
certainly has many opportunities for women to
way through the wilderness, struggling to
become nobles themselves, since the queens
survive between working their fields, raising
are always looking for brave heroines to tame
their children, and defending their settlements
the northern lands and carve out subject
pushing back the savage wilderness. Calaecia
dominions of their own.
from humanoids. Many settlements did not survive, but those that did became stronger
MILITARY
and flourished, and began to expand the
Calaecia's soldiers are not as structured as
borders that modern Calaecia now enjoys.
those of Lycaeon and Aegonia, but they are
Although settlers no longer flock to Calaecia
superb wilderness warriors and more than
in large numbers as they did centuries ago,
capable of surviving in a variety of terrains.
every year there are a few families, discontent
They are more than capable of conducting
with their lives in other lands, who do make their
maneuvers through dense forests, rugged
voyage across the Floodmarch in search of a
mountains, and thick swamps, and with more
new life and dreams in Calaecia despite the hardships these people face every day.
than enough humanoids remaining within the
GOVERNMENT
Although humanoid raids are almost
The queen of Calaecia rules her nation as a
nonexistent during the winter season, the rest
benevolent matriarch, and is served by feudal
of the year plagues Calaecia with enough raids
noblewomen and ladies beneath her. Unlike
to keep the few women and men who live here
nation these maneuvers are frequent.
always prepared for battle.
most other countries, a man can be permitted to rule in a woman's place as long as he has
Men are permitted to bear arms in Calaecia,
been appointed by his mistress and given that
but only those who are sterile and incapable of
authority, but that authority will be passed
fathering children. Although this is certainly a
onto his daughters before his sons in the event
social improvement compared to the majority of
of his death. This has happened frequently in
the Marpesian lands, an unfortunately high
Calaecia's history, but at no time has a man
36
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Nations and Empires: Calaecia
amount of sterile men live in Calaecia, with far
No Hobbling at all is performed upon men
less virile men to meet the demand for children.
born in Calaecia, although there are rather
The added strength of men in the army
harsh forms inflicted upon those men and even
benefits Calecian ranks considerably, but
women who commit violent crimes against
none ever reach the rank of officer even if their
others. The noblewomen and their appointed
efforts and courage are rewarded. Magic is the
magistrates carry out these sentences to
province of the educated, and although the
degrees varying upon their own personal whim or compassion.
men under the Authority of Calaecia's noblewomen are certainly more educated than
LANGUAGES
those who are not, even they are forbidden to learn and use magic.
Alcinan is spoken throughout the nation,
Calaecia's navy is not as larger as those
dwarves, gnomes, and halflings has introduced
although the presence of half-elves, elves, Ehlonn, Dethark, Yond, and the Ridd into a
nations who sail the Pelaegos, but the billowing
few communities.
sails of Lonshire and other cities with access to the coasts are known to plot their courses
SOCIAL CUSTOMS
through the seas as well. Pirates aren't as
As a nation largely distant from the rest of the
common a threat between Calaecia and the
events in Marpesia, Calaecians enjoy simple
Pelaegos, but that does not mean that the
lifestyles between their daily work and
Calaecians are not well equipped to deal with
activities. Largely rural, the people have
them. Most of the trade that enters Calaecia
learned to be content with what they have, and
does so in the holds of merchants’ ships, since
are often regarded as being as backwards as
many merchants do not desire to traverse the
the Lanthians by the rest of their sisters
Floodmarch. Calaecian sea captains have
across Marpesia.
more than enough experience when dealing with pirates, and are among the most ruthless
Men are treated as near-equals in Calaecia,
opponents that privateers can face due to the
although the majority of them are delegated to
necessity of trade goods that the Calaecians
tasks and occupations beneath the supervision
cannot produce themselves.
or authority of a woman at all times. Very rarely will a man be permitted to actually hold the
PEOPLE AND CUSTOMS
same higher position as a woman could, but at
Almost 90% of Calaecia's people are human,
least the opportunity is there for a few of them.
with 8% consisting of half-elves and the
Boys are raised to work at a number of labor
remaining 2% a melting pot of halflings, gnomes,
or service oriented jobs, from farming and
elves, and dwarves. Only 1.25 million people
fishing to working at crafts and trades such as
live throughout the entirety of Calaecia, and
blacksmithing or masonry. Men who live under
only 120,000 of them are men capable of giving
the Authority of noblewomen tend to receive
a woman a child and twice that number of men
rudimentary educations and can just as readily
who cannot. This shortage of men forces
enjoy a comfortable lifestyle supported by
Calaecians to rely heavily upon the breeding
their mothers, sisters, or mistresses, but they
caravans from Thessae and Mesonia.
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Nations and Empires: Calaecia
are not truly equals either, rather just a means
population, although the festivals held in Her
of providing company and children instead of
honor serve as a major means of entertainment
leadership or direction.
for Calaecians. Brigit's priestesses are considered to be the best poets in the world,
The people of Calaecia are regarded as
and can carry their eloquent words into song
having an outlook on life that makes them live
just as well.
for the moment, rather than for the future. Since it is possible for humanoids to overrun a
With much of Calaecia covered in untamed
settlement, the Calaecians enjoy themselves to
wilderness, Mielikki has a strong following here,
the fullest every opportunity they can. Nearly
and her druids actively work to tame the efforts
every day they survive is a cause for
of civilization from destroying the natural
celebration, whether that is a round of ciders
beauty of the land. They also serve as a first
and carousing in a local tavern, dancing to a
line of defense should any dangerous or hostile
bard's songs, or spending more intimate
beasts or humanoids wander into the more
moments with a loved one. Although this could
settled territories, giving their sisters more than enough warning to prepare their defenses.
easily make them a jaded people, they are just as quick to draw a sword and defend
MONEY AND COMMERCE
themselves even in the middle of a festival.
Calaecians do mint their own currencies, but
More than a few humanoid raids have been
they also accept foreign coins at face value.
thwarted by Calaecian resolve as the
The gold floren, silver shill, and copper decas
humanoids attempted to surprise them during
are the most common means of exchange
such gatherings. The reputation the
between merchants and commoners. Platinum
Calaecians have earned because of this is that
and electrum coins are not minted by the
"there is no worse time to attack a Calaecian than when she is engaging in debauchery."
Calaecians, although they will accept foreign coins of these metals at face value.
Slavery is not a common practice in Calaecia,
Calaecians use nearly all that they produce,
although indentured servitude is for crimes
and unfortunately for them, they have little
involving debt or damage to property. Those
exports other than a few ciders, ales, and
who become slaves are sentenced for a number
meads. With much of the land lying fallow, the
of years and put to work which will benefit the
potential for large exports of food, grains, and
rest of society, such as constructing roads and defensive structures or working in the mines.
even cattle is tremendous, but the shortage of
RELIGION
production. On the other hand, no one goes
The Calaecians revere Morrigan as their
hungry in Calaecia even if some eat better
matron goddess, and rely upon the wisdom and
than others, since there is more than enough
guidance of Her priestess to protect their
food and drink to go around for everyone.
lands during times of war with the humanoids.
They import every luxury they can afford or
Brigit, a goddess of fire and poetry, is also
desire, but nearly all of these imports wind up in
worshipped by a smaller segment of the
the hands of the wealthy merchants or nobility
people to work the fields does limit their
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Nations and Empires: Calaecia
rather than the common woman or man. This
of good imaginable, attracting merchants from
leaves the people of Calaecia rather poor in
across the shires and domains of Calaecia.
monetary wealth, and the nobility beneath the
Compared to the rest of Marpesia's cities,
level of decadence than their contemporaries
Icinium seems more like a gathering of rustic
across Marpesia.
and unkempt people living in cramped and shoddy buildings surrounded by a web of dank
The hills throughout Calaecia do contain a
and darkened alleys. The rest of Calaecia's
moderate amount of mineral wealth, particularly
villages and towns, however, are much, much
silver, tin, and lead, and the forests provide
worse even if they do function well.
plenty of wood and other resources that allow
PLACES OF INTEREST The Floodmarch
the Calecians to survive. As the population of Calaecia increases over the next few decades and centuries, the potential exists for the
The Floodmarch has long served as a strategic
nation to attain a substantial amount of wealth
point of entry into Calaecia, and many
and power. This possibility, however, also
fortresses and strongholds have been built
represents a threat to the other queens of
along its length. Even the annual flooding of
Marpesia, who may not feel so inclined to
the marshes does not prevent merchants from
accept another powerful rival on the continent.
traversing the boggy land bridge, although bandits and brigands have long plagued the
CITIES Icinium
area. Recently there have been reports of bands of humanoids and lizard men who have
As Calaecia's capitol and largest city with
consumed entire caravans of goods that were
50,000 people, Icinium is often the only major
destined for Icinium and beyond. Although
city where foreign merchants manage to travel
Calaecia can manage to hold her own for some
to. Located thirty miles inland from the
time, the threat that these missing caravans
Floodmarch and along the Icen River which
present could endanger the entire nation.
connects the Dardan Ocean with the Bay of
Already, the nobles have posted rewards for
Calae, Icinium is a crowded, busy, and quite
any woman who could keep the Floodmarch
dirty settlement filled with bustling merchants,
clear of bandits, humanoids, and other threats
irregular caravans, and salted sailors and sea
that endanger the commerce of Calaecia.
women who rather noisily entertain themselves
NPCS
along the city's docks. The city is rather well
Queen Eleanor
defended, surrounded by thick walls and fortifications. Even the queen's fortified
(Human female, Lawful Neutral)
palace overlooks Icinium from nearby hills,
Queen Eleanor has followed in the footsteps
adding a formidable presence to any who
of her mother, and is determined to complete
would dare challenge this surprisingly strong
the conquest of Calaecia's wilderness before
city.
the end of her reign. Already forty years of age, she has a good number of years left to
As the first and probably last major settlement
accomplish her goals, and already her plans are
in Calaecia, Icinium contains nearly every type
being carried out. Her armies are slowly
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Nations and Empires: Calaecia
advancing north, constructing stronghold after
efficient at protecting merchant vessels that
stronghold, and engineers are kept busy raising
they are gaining a bloodier reputation than the
magnificent castles to more securly guard the
worst Mesonian privateers. Perhaps within
borders of her nation. Mercenaries from
twenty years, Queen Eleanor will truly bring
Lanthia, Lycaeon, and even Aegonia have
Calaecia to the level of power her fellow queens take for granted.
been assembled to reinforce her own troops, and the captains of her navy have become so
MAP OF CALAECIA
40
Maidenheim: The Age of Scorn
Nations and Empires: Cannoria
CANNORIA "Do not be blinded by her kindness, for she does not misplace her compassion."
GENERAL DESCRIPTION
Marpesia, storms are rarely ever destructive in
The swaying fields of Cannoria produce such
nature. The climate and weather always seems
an abundance of grain that the nation grows
to be ideal in every season, never too hot or
wealthy from its export. The halflings rule
too cold, the snows never too deep and the
Cannoria, and oversee countless plantations
skies grey only as long as a storm holds.
and farming communities that fill the nation's
HISTORY
lands. As the most settled nation in the
Known as Cannorium in the days of Ancient
Frontier, more trade comes and goes through
Carthia, Cannoria was once a well-settled
Cannoria than anywhere else, adding much to
region with numerous cities and settlements.
the queen's coffers and enriching the lives of Cannorians as well.
The Carthians had established many
GEOGRAPHY AND CLIMATE
communities of halfings and humans worked
strongholds throughout the region, and large
Stretching quietly along the coasts of the
side by side working the land and providing the
Western Pelaegos and the shores of the
Carthians with produce and cattle. This
Dardan Ocean, Cannoria enjoys a gentle
wealth of resources drew the attention of the
countryside of soft hills and rolling plains,
humanoids during the height of Carthia's
decorated with light forests, low mountains, and
power, for Cannorium served the humans and
wide valleys. The soil is considered to be the
demihumans as a vital source of food.
most fertile on all of Marpesia, and is believed
The settlers of Cannorium were as
to have been watered by Dalla's tears,
unprepared as the rest of Marpesia for the
although the more likely reason may be due to
wrath of the humanoids. Descending upon the
the care that Cannorian farmers work their
idyllic countryside with crude oils, salt, and
land with. Annual harvests are so abundant
flame, the humanoids burned millions of acres
that the halflings cannot consume all which they
of farmland, butchered cattle and tore apart
produce, which serves not only to feed every
homesteads, villages, and markets. Men,
mouth in Cannoria ten times over, but to draw
women, and children were consumed in flames
much wealth into the nation by exporting the excess goods.
or run through on the wicked spears and
Cannoria has mild springs and warm summers,
Carthian legions stationed in the region were
blades of their tormentors, and even the
with beautifully colored autumns and cold
left defenseless as the countryside burned
winters. Although the region experiences an
around them, choking the sky and blotting out
annual rainfall above that of other areas of
the sun with smoke and ash. The years of the
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Nations and Empires: Cannoria
Razing were quickly followed by the Salting,
and establish larger settlements. The
during which the humanoids trampled raw salt
Cleansing was only finished a century ago, but
into the earth so that no man or halfling could
by the time the halflings finished their work
work the land again. The sadistic efficiency
they had also built Cannoria into a powerful
with which the humanoids devastated the
nation in her own right. No longer are the
region of Cannorium lasted well beyond the
farmers and laborers of Cannoria mere sheep
triumph of Woman for at least two centuries,
waiting to be slaughtered. Vowing to never
and even by the time of the signing of the
allow the land to suffer as she did, the halflings
Reparations Cannoria was little settled, with
have developed a powerful defensive
only a few communities of halflings who had
infrastructure throughout their nation, and can
refused to abandon their ancestral homes.
quickly respond in large numbers to any threats that may fall upon their beloved land.
Of all those who survived the Razing and the Salting, few humans chose to return to
Largely overlooked by her human neighbors,
Cannorium, rather facing a less uncertain life
Cannoria has only recently been recognized as
elsewhere on Marpesia. The halflings,
a powerful Frontier nation by her
however, despite the horrible loss they had
contemporaries in Lycaeon, Teichosia,
experienced refused to give up hope, and with
Thessae, and Aegonia. The halflings have
cheerful determination began their task of
long lived under the stereotype of being
restoring the lands that Dalla had blessed
underestimated for their short stature, but no
them with long ago. The Cleansing took
longer are they looked upon as so. The good
centuries to complete, with generation after
nature and determination to do "what is right"
generation of halflings having faith that their
common amongst most Cannorians is not as
efforts would be rewarded. Even bloody
well received by their neighbors in other
conflicts with the gnomes of Llyrdonia in the
countries as they would hope, particularly when
north, who would kidnap halfling boys and
it comes to recognizing the status of men. Of
young men for breeding, did not take away
all the nations, Cannoria alone has granted
from the halflings' spirit. Although no battles
many men full equal status within her borders, a
or skirmishes have been fought between the
possibility that is completely foreign to most
two nations since the time of the Reparations,
women. This compassion is earning the
there is still a subtle air of distrust between the
Cannorians the enmity of some of the other
two races, rarely hostile but very suspicious.
nations who feel that these men may begin to threaten their own power, and that the queens
The halflings say that Dalla heard their
and noblewomen of Cannoria may be
prayers and watched them work despite the
condemning them all to another war.
damage the humanoids had done, and she was
GOVERNMENT AND POLITICS
so pleased with their faith that she continually
Cannoria is ruled by a queen, and although
wept. The tears she cried washed away the
she is the highest authority in the land, all of
salted soil and once again fertilized the land,
Cannoria's queens have been known for their
and with the return of life to the earth, the
compassion and benevolence. Beneath the
halflings were able to grow into larger numbers
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Nations and Empires: Cannoria
queen are a number of titled noblewomen who
military or soldiering profession as long as they
manage the queen's lands for her in a
are sterile. Virile men are more numerous in
benevolent form of government that permits her
Cannoria than elsewhere, but the noblewomen
subjects’ room for personal and economic
and the queen prefer to keep these men safe
advancement. These noblewomen have also
from injury and death until such a time when
been given the authority to vote for or against
enough men populate the nation to permit
a queen's edicts, and only be majority consent
open recruiting. For this reason, virile men do
The queen's subjects are either members of
Cannorian laws are just and fair, striving for a
the working, merchant, or aristocratic classes,
system where the punishment fits the crime.
all of whom are powerful in their own right. The
Courts are not based upon the whims of
workers work the fields and produce a
nobles or the desires of magistrates and
multitude of finished goods, and the queen and
judges, but on a basis of predefined laws
other nobles do not ignore their voice. The
applied equally to men and women throughout
merchants draw much wealth into the nation
the nation. Although the nobles largely
and have created an economic rival to their
determine these laws in the Accord, the
sisters in Thessae through a functional guild
queen's subjects can most certainly cast their
system that regulates the prices of goods and
votes on what laws should be passed and just
the laws of supply and demand. Although
what the punishments for violating them should
Thessae is still considered the premier trading
be. Cannorians are a very communal people,
nation on Marpesia, they did in fact borrow the
and the thought of actively working against
guild system from the Cannorians. The
each other is foreign to them. This ethical unity
aristocrats are among the wealthiest people in
has produced some of the most just and fair
Cannoria, and often serve the nobles to
laws in the Known World, with very few harsh
increase their own interests as well as to help
sentences and many opportunities for reform.
not serve in militaristic duties in Cannoria.
can the queen's word be passed into law.
their less affluent sisters and brothers.
This does not mean that Cannorian authorities are easily manipulated or deceived,
Men are permitted to have a role in governing,
and they do come down hard and fast upon
although most do not take on these
criminals and transgressors. Thieves know not
responsibilities. Royal and noble titles are
to be blinded by Cannorian generosity and
inherited from mother to daughter, but there
kindness, for despite their sincerity the
are several noblemen who have ruled in place of
halflings know not to misplace their
their sisters or mothers under certain
compassion.
situations. Despite the outcries of foreign
MILITARY
nations, these men have not abused their
Although Cannoria is dependent on iron
positions of responsibility, and in fact have
imports from Llyrdonia and Mithia, the queens
performed their duties just as well as any
have managed to wisely develop an army strong
woman has. Most men in Cannoria are workers
enough in steel to challenge even the legions of
or merchants, some very wealthy, and those
Lycaeon and Aegonia. Relying more upon
who are interested are permitted to serve in a
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Maidenheim: The Age of Scorn
Nations and Empires: Cannoria but they are more than prepared to deal with
swiftness and speed than strength, the
them.
halflings protect themselves with thick cured leathers and small metal plates rather than links
PEOPLE AND CUSTOMS
of chain or heavier plating. Swords are short
Cannoria boasts a population of 15 million
and narrow, yet no less sharp than the finest
people, 90% of whom are halfings and the rest
drusus in Lycaeon, and the tips of nimble
being gnomes, half-elves, and humans. The
Cannorain spears sink just as deeply as those
countryside is too open for the taste of
of Lanthia or Teichosia. The halfings also
dwarves, and the small and light forests lack the
implement a number of missile and projectile
elven majesty of Teichosia despite their
weapons when engaging larger opponents,
beauty and serenity.
particularly broad sheaf arrows and light quarrels, barbed spears and javelins, and
As a fertile people, the halflings have more men
heavier sling bullets forged of iron that can be
among them than most other races. Nearly 30%
slung with enough force to lodge into wood or bone and dent in steel plated armors.
of the halfling population consists of men, none
Halfling cavalry consists of small and agile
this practice during the signing of the
of whom are Hobbled due to the outlawing of Reparations. Very few halfing men are sterile,
ponies and large dogs trained specifically for
and conditions of Authority are not
war, and the women and men who ride them do
necessarily enforced in Cannoria. Men are
so with a skill matched only by the Han nomads
permitted with whom to take as mates, with
of Tyyrhan steppes and the Turmen in
whom they shall live, and with whom they shall
Persaedon. Mounted archers can release a
arrange formal marriages. They can still inherit
deadly volley of missiles at their enemies while
property and own businesses, and generally
at full gallop, and are swift enough to surround and harass them while remaining safely out of
enjoy a complete and fulfilling life within their
striking distance.
homeland.
At sea, the halflings make admirable sailors,
LANGUAGES Yond is spoken almost exclusively throughout
and work the rigging and sails of their small but
Cannoria, but frequent contact with gnomes,
fast ships in much the same way that they
half-elves, and humans have introduced the
maneuver their steeds on land. Pirates and
Ridd, Enoris, and Alcinan into the country.
privateers often abandon their attacks on
Merchants tend to speak a second or third
Cannorian ships, since they almost always
language, as do the educated aristocrats and
outmaneuver or outrace the heavier ships of
nobles.
other nations who would prey upon them. A few halfling sailors have resorted to piracy
SOCIAL CUSTOMS The people of Cannoria are generally friendly
themselves, and their ships are surprisingly well built and suited to the task, earning them both
and accommodating, and often go to great
fear and respect by more honest sea captains.
lengths to meet the demands of guests.
Cannoria does not resort to using privateers,
Hosting is an art form in Cannoria, and there
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Nations and Empires: Cannoria
are frequent community wide competitions in
to their owners or mistresses who hold
which contesting hostesses and hosts attempt
Authority over them, and in order to maintain
to provide the most entertaining and well-
their diplomatic standing with their neighbors
planned social gatherings. Even the poorest
the noblewomen of Cannoria must abide by
Cannorian laborer will attempt to sincerely go
these agreements should these men be located.
out of her way for a guest in her home, ensuring
Along the Road of Queens, many
that the guest sits and eats first, and receives
Lycaeonian soldiers, mercenary trackers, and
the finest foods she can acquire. Although the
slavers from as far east as Mesonia and
Hosting is primarily a halfling custom, it has
Tyyrhan patrol the borders between
become such an event of good taste and
Cannoria and Lycaeon looking for men who
popularity that the humans, gnomes, and half-
may be attempting to flee into Cannoria. For
elves who live in Cannoria also become
the halflings, it is unfortunate that these women
A result of the Hosting has given the halflings
Since there is still a shortage of men in
the foresight to construct enough buildings
Cannoria, the laws of Compensation are still
and shelters for the larger races, such as
practiced, although they are set at a more
humans and half-elves. Every merchant and
accommodating rate than elsewhere across
craftswoman shop, tavern, inn, and stable in
Marpesia, and most men do in fact still remain
Cannoria is built to the human standard, and
under a woman's Authority despite how well he
has enough furnishings to accommodate them
is treated. Women may only have to come up
all even if individual burrows and huts are built
with half a year's income or equivalent in
for the halflings' shorter stature. Taller races
services and goods in order to spend time with
need not worry about finding adequate
a man. Unlike other nations where the men
provisions and shelter in Cannoria, for the
have no say in whom they mate with, men in
halflings have considerately provided for them
Cannoria are absolutely permitted to decide
are very successful in tracking the men down.
involved.
beforehand.
which women they shall be with. To the halflings, this is only fair, and the man's decision
Men are treated fairly well in Cannoria, and it
is respected should he disagree. In these
was the halfings who first argued against any
cases, halfling women in Cannoria may decide
form of Hobbling during the times before the
to find a breeding caravan from Mesonia or
Reparations were signed. The queens of
Thessae in order to obtain a child. This
Cannoria do regret that they could not
option is less preferred, but sometimes
persuade the women of other lands to show
necessary for the woman who has been refused
compassion, but they could not risk losing their
by a man. The breeding caravans are permitted
homes and lives through war. Men who escape
to enter Cannoria for this reason, and are
from other countries often attempt to seek
unmolested during their travel through the
haven in Cannoria, and the women who take
nation.
them in do their best to prevent them from being found. As an agreement in the Reparations, escaped slaves must be returned
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Nations and Empires: Cannoria
RELIGION
CITIES Luira, The City of Peace
The halflings are a very spiritual and nature oriented people, and praise Dalla as their
Luira was the first halfling settlement that was
matron goddess. She is revered for giving life
able to restore enough farmland to support a
and fertility to the fields and the earth, allowing
sizable population, and from there she grew
the halflings to prosper and grow wealthy. Her
into the most powerful city in all of Cannoria.
priestesses are druids who work to maintain the
Built on top of and around an old Carthian
balance of nature and civilization, and also to
ruin, Luira has restored and reinforced
guard the sanctity of the land from the
defenses and walls common to those found in
humanoids or other creatures who would
Lycaeon, and is capable of holding off several
despoil Dalla's home.
legions of troops in a prolonged siege. Even the halflings have engineered long reaching and
To accommodate foreigners and guests,
devastating siege weapons, and the beams of
shrines and small temples to other deities can
trebuchets and catapults can be seen peeking
be found throughout Cannoria, although more
over the buttressed walls and towers. Luira's
areas reserved for holy ground are in the larger
gates are generally left open to accommodate
cities rather than the shires and villages.
travelers, and foreign merchants are always seen coming and going from the bustling city of
MONEY AND COMMERCE
65,000 people. Most of the gnomes, humans,
Cannorians mint their own coins, the gold
and half-elves who live in Cannoria find Luira
crown and silver deca. Their frequent contact
the most suitable place for them to live, since
with foreign merchants has also introduced a
they have regular access to their own races as
variety of foreign coins into Cannoria's
well as goods and services that may not be as
markets, which the halfings accept at face
easily obtained elsewhere in the nation. The
value.
queen's palace overlooks the city and is built into the defensive infrastructure, constructed
Nearly all of Cannoria's exports includes
by Carthian engineers centuries ago and
wheat, grains, barleys, baked breads and
reinforced by halfling and dwarven hands.
pastries, ales, meads, wines, fruits, vegetables,
Violent crime is extremely rare in Luira, and any
jams, and a number of other finished vegetable
murders that do occur are investigated
and animal products such as oils and cured
immediately and solved almost as quickly due to
hides and textiles. They produce enough
the halflings' determination to provide a safe
exports to purchase iron and precious ores
environment for their guests.
from Llyrdonia and Mithia, which are crafted into tools and weapons or luxury goods such as
PLACES OF INTEREST Dalla's Tears
jewelry. Other imports include luxury items that the Cannorians desire but cannot produce,
The Llyr River serves as the border between
such as dyed silks or fine liquers that they
Llyrdonia and Cannoria, along its length a
cannot ferment or brew.
series of bubbling waterfalls and quiet rapids which sing softly to those who travel nearby. The haflings believe that when Dalla wept for
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Nations and Empires: Cannoria
them, her tears fed the source of the Llyr at
reception she receives from foreign queens and
Dalla's Tears, a seemingly magical lake
noblewomen is merely a facade. Queen
located deep within a serene forest glade.
Edona's ancestors have long lived under the
From the Llyr, whose waters are said to be
fear of being dominated by their neighbors for
enchanted with the gift of life and healing,
their compassion for Man, and it was only
countless small brooks and streams flow south
through their determination at developing a
into Cannoria's fields and pastures, and are
military capable of quickly responding to
said to have been directly responsible for
foreign threats that Cannoria has remained
cleansing the damage inflicted upon the land
unconquered. Still, Queen Edona feels that
during the Razing and the Salting. Dalla's
these days are soon to be at an end,
druids carefully guard the source of the Llyr
particularly since Lycaeon and Aegonia to the
River, and ensure that the waters of the Llyr
east are becoming more powerful, and rumors
do not become tainted or polluted. The druids
of invasions of foreign men in Tyyrhan and
are courteous and accommodating enough, but
Persaedon are reaching even her courts.
ruthlessly efficient when crossed.
Should the rest of Marpesia's queens go to war with these men, Edona is certain that they
NPCS Queen Edona Edona
will also descend upon her own people as well, fearing that they will see her own male nobles, subjects, and soldiers as a threat to their
(Halfling female, Warrior, Neutral Good)
power. Edona does not wish to be the first
Queen Edona is descended from the first
queen of Cannoria to lead her people into a
queen of Cannoria, and enjoys a proud lineage
war with the other nations, but she fears that
of family history. Hailed as the most
she may in fact have to do so. Queen Edona
benevolent queen in all of Marpesia, Edona is
will not only risk losing her life, but hope for all
openly respected and admired by her
as well.
contemporaries, although she knows that the
47
Maidenheim: The Age of Scorn
Nations and Empires: Cannoria
MAP OF CANNORIA
48
Maidenheim: The Age of Scorn
Nations and Empires: Lanthia
LANTHIA "Where grim lives and bloodied swords deliver death unto the winds."
GENERAL DESCRIPTION
to be cool and wet year round, with short and
Bordering the landlocked Pontic Sea, the
mildly warm summers. Winters are treacherous
hardened women of Lanthia face a difficult life
in Lanthia, as layer upon layer of snow almost
in the northern regions of the Frontier.
completely isolates the nation during the entire
Humanoid raids are a constant threat to the
winter. When the spring comes, farmers and
Lanthians, and all their cities and towns are well
herders often must carry or drag their livestock
armed and defended. The trade routes to the
out to pasture due to the lethargy they
south are perilous, and merchants often
develop during the winter. Even the merchants
choose to avoid going to Lanthia without a
from Thessae sometimes avoid using their
small army of mercenary guards to accompany
magic to clear out the trade routes into
them. Lanthia's queens have done an admirable
Lanthia during these times, since the effort is
job in keeping their thrones and their crowns
often greater than the profits.
from falling to a number of humanoid tribes, and
The Maidenpeaks and the Marpesian
women from Lanthia as a whole tend to have
Mountains make up Lanthia's northern and
more experience fighting these beasts than
western borders, looming over the grim nation
women elsewhere. Lanthia's wealth is drawn
as an oppressive mistress. During the early
from the Marpesian Mountains, rich in gold,
spring as the snow and ice capped mountains
silver, precious stones and iron. They have
thaw, avalanches are frequent catastrophes
come into conflicts with Mithia over mining
and hazards, and into the summer fog and mists
rights in the Marpesians, but the threat of
drift down from the mountains in an almost
humanoids prevents them from shedding any blood over it.
endless cascade of gloom and grey misery.
GEOGRAPHY AND CLIMATE
Lanthia in the east, fogs weave across the
From the landlocked Pontic Sea that borders
As a remote and isolated territory, Lanthia's
lowlands, leaving nearly every square mile within
landscape consists of endless mountain ranges
the Lanthian mists. Travelers often speak of
and highlands, rolling hills and steep valleys, all
how dreary and depressing Lanthia appears to
blanketed with thick coniferous and deciduous
be, which is also attributed to the personalities
forests and swamps and marshes settling in the
of those who live there.
lowlands. Between all this are the walled freeholds and small palisade cities that serve
HISTORY Lanthia was once the territory of Lanthium, a
more like fortresses and strongholds than
protectorate under the ancient kingdom of
communities. Located in a northern region and
Carthia that was the first to fall under the
set at a high elevation, Lanthia's weather tends
49
Maidenheim: The Age of Scorn
Nations and Empires: Lanthia
humanoid invasions. A poor system of
ambushes laid waste to unprepared bands of
defenses throughout the forested and hilly
goblins, orcs, and ogres. Mastering the arts of
region left the settlers here unprepared for the
trickery, stealth, and hit and run raids,
tides of orcs, gnolls, goblins, and ogres who
Lanthium’s women became the first heroines
burned and tore the humans and other races
after the Age of Scorn, and the rest of
from their palisades and strongholds. The
Marpesia followed in the example of these
women, children, and elderly who survived fled
women who were once regarded as a backwater people.
into the hills and highlands, left scattered and
desperate with a few elderly men among them.
Part of the myths surrounding the women of
As elsewhere across Marpesia, the women of
Lanthium is that they drank the blood of the
ancient Lanthium managed to find the will to
humanoids they had slain, regressing into a
survive in face of incredible odds. They are
more barbaric and cannibalistic culture, which
honored as the first nation to actually do so of
believed that by consuming the blood of their
their own accord. Arming themselves with the
enemies they would gain the strength and the
blades and shields of their fallen brothers,
wisdom to defeat them. Women in modern
fathers, and sons, Lanthium became known as
Lanthia certainly are not cannibals and chuckle
the first territory where the women became
at the thought, since there is no evidence of
brutal, merciless, and savage opponents of the
this practice ever having been in common use.
humanoids who had destroyed their homes.
Still, the records and writings of merchants
Legends tell of battlefields decorated with the
from early Thessae have mentioned accounts
dead and dismembered humanoid corpses, run
of meeting berserk and maddened women
through with spears and hung from the limbs of
drunk on the blood of humanoids they had
trees as warnings to future humanoid
killed in battle. These stories still give modern
marauders and armies. The stench of death
Lanthian women a reputation for fierce
alone was said to have reached as far south as
determination in battle against humanoids and
Thessae, and centuries later the phrase "the
anyone else that would despoil their lands.
winds of Lanthia" or “Lanthian winds” still refers to an inevitable death or doom.
Today, Lanthia is praised for keeping further
As the rest of Carthia smoldered beyond the
Marpesia. Sitting quietly in the north,
horizon, the women of Lanthia first began to
brooding patiently in the highlands and bitter
launch well-planned raids and attacks upon
mountains, Lanthia remains largely unsettled,
humanoids that still lingered in the region.
with a few small but well defended cities
Using surprise tactics and guerilla warfare, the
surrounded by large tracts of wilderness. They
women turned the techniques of the humanoids
still frequently come into conflict with
against them. Organized into small bands of
humanoids, although this is largely due to
perhaps a few dozen women, they set lethal
actively hunting them rather than waiting for
traps hidden within the forests and along trails
them to attack. Lanthia is not a safe place for
that hindered further movements of humanoids
humanoids at all, and even the women of mixed
tides of humanoids from sweeping down across
blood from Tyyrhan are loath to enter.
into the rest of Carthia to the south. Brutal
50
Maidenheim: The Age of Scorn
Nations and Empires: Lanthia
GOVERNMENT AND POLITICS
MILITARY
Lanthia is ruled by a queen, a hereditary title
Although Lanthia's women are considered
passed from mother to daughter. Beneath her
among the most battle-ready women second to
are Jarls who rule territories of varying sizes.
Aegonia's armies, Lanthia herself has no
All jarls are independent of each other and
standing army united under a single banner.
equal in the eyes of the queen. Beneath the
The queen and each jarl beneath her maintains
jarls are independent freeholders who pay
smaller contingents of armed women to help
taxes to and provide services for the Jarls in
protect and patrol their lands, but they rarely
exchange for protection.
number more than a few thousand women. This low number of soldiers would lead a foolish
Might makes right in Lanthia, and a jarl only
general to attack, however, for within their
maintains her position as long as she can
shrouded homeland, Lanthian women reign
remain popular and strong enough to hold her
unchallenged. Using a variety of tactics,
title and lands. This requires the support of
Lanthians have truly mastered the art of
her people and those who depend upon her for
guerilla warfare, and rarely do they have to
protection and prosperity. In good times, a jarl
assemble in numbers larger than a few dozen
can have many followers and loyal servants, but
women as long as their ambushes and traps are
in difficult times, she can be outcast and
set properly and on time. The isolation of the
overthrown by a rising Jarl.
country has always deterred foreign armies from invasion, which was partly responsible for
The queen is also subject to this same social
the original settlers and lords who lived here
custom. As long as she has the respect of her
under Carthia's rule being unprepared for the
Jarls and subjects, and she can lead her
wrath of the humanoids.
people into prosperity, she will retain her titles and lands and the right to pass them onto her
Even though she is landlocked, Lanthian
children. Should she prove incapable, unjust,
women enjoy the sea, and have constructed a
or lose the respect of her people, another jarl
variety of flat bottomed galleys and longships
can challenge her through war or a duel for the
capable of travel along rivers as well as making
title of queen. This has happened more than a
their way at sea. Setting sail down the rivers
few times in Lanthia’s history. Disputes are
south through Teichosia and Thessae,
usually handled between the grieving parties,
Lanthian sailors break the surf of the Pelaegos
although feuds and murders are forbidden.
just as many other nations do, and they are
Jarls will permit duels to settle a dispute
surprisingly just as skilled as the most
between two individuals or families, often to the
dedicated Mesonian pirate or Lycaeonian
death or until one submits to the other. The
captain.
victor in a duel is required to pay the survivors
PEOPLE AND CUSTOMS
of the deceased a sum of money in the result of
Lanthia is a sparsely populated nation due to
a death.
her location, climate, and rugged terrain, with only about 2 million women living within her borders. Of these, nearly 90% of them are
51
Maidenheim: The Age of Scorn
Nations and Empires: Lanthia find themselves on the bitter end of a spear in
human, with the last 10% consisting of halfelves.
time, as would any human woman with the slightest degree of humanoid heritage. Lanthia
There are no men in Lanthia. When a woman
has never actually been at war with Tyyrhan,
desires a child, she usually travels south into
but some Lanthian women work as bandits and
the Maidenlands seeking a mate, offering an
brigands inside of Tyyrhan as a means to vent
ample amount of Compensation in exchange
their disgust for the Twisted Queendom and
for access to him. Many also rely upon
her people.
Thessae’s breeding caravans that make their
LANGUAGES
way up into the region. Daughters are kept
Alcinan is spoken throughout Lanthia,
and raised by their mothers, but sons are sold
although the Lanthian dialect has retained
back to the Thessaens for a sizable price.
most of the ancient Truscan words and ideas
This practice has allowed Lanthian women to
that were later abandoned by the women of
keep men completely out of their nation.
other lands. Women from the Maidenlands may
Although the reason for this banishment of
have some difficulty understanding the
boys and men has been lost in antiquity,
Lanthians even though they are basically
Lanthian women are determined to keep men
speaking the same language, although an
out of Lanthia for good. It's just the way it has
understanding of Truscan will alleviate this
always been after the Age of Scorn.
barrier.
Men who flee another woman’s Authority and
SOCIAL CUSTOMS
make their way into Lanthia will inevitably be
True to their reputations, Lanthian women
captured, or barring this killed outright.
pride themselves on their skill at war and with
Captured men will either be sold as slaves to
weapons, archery, and hunting. Young girls are
merchants in Thessae or possibly returned to
trained in basic swordplay and archery as soon
their original mistresses for a reward if it is
as they can pick up a sword or draw a string.
possible to determine who they are. At times
With much of their economy dependant upon
when men are brought into Lanthia while under
hunting game animals, women tend to have a
another woman's Authority, the Reparations
high degree of knowledge and lore about
will be honored and he will be permitted to
survival in the wilderness. Many leave their
remain as long as his mistress does, although
homes and become trackers and scouts in
she will certainly be held responsible for any crimes or unjust acts which he may commit.
foreign armies, or work as mercenaries and even
Frontier justice is never so.
bandits in other nations.
Humanoids are anathema to Lanthians, as are
The adage of ‘might makes right’ in Lanthia has forged the women of the northern Frontier
those who breed with or are bred from them.
into a tough and hardened people. Armed and
Half-orcs and half-ogres will be treated no
unarmed duels are frequently called upon to
differently than any pureblooded humanoid in
settle disputes rather than more civilized means
Lanthia, which is one thing that all of the Jarls
of diplomacy, although armed duels are only
agree on. Most of Tyyrhan's women would
52
Maidenheim: The Age of Scorn
Nations and Empires: Lanthia
invoked to end grievous offenses between
their sisters, mothers, aunts, cousins, nieces,
parties. Duels are frowned upon when called
grandmothers, daughters, and granddaughters all together.
simply out of spite rather than over any significant grievance such as stolen property,
Daily life in Lanthia is hard, and there is no
territorial disputes, or personal affronts of
room for laziness or waste. Clothing is kept
honor, and those who do so will lose respect
simple and functional rather than luxurious and
accordingly for their dishonorable actions.
decorative. Tanned hides and leathers from
Women who back down from honorable and
deer, elk, and cattle, as well as sheep’s wool are
just duels are branded as cowards, which is a
used for most clothing, with heavier furs worn in
stain that can rarely be overcome in others’
the highlands and colder tundra regions or
eyes. A Jarl must decide whether or not a duel
elsewhere during the autumn and winter.
is to be held as honorable or dishonorable,
Polished bone is used for simple tools and
which forces women to consider their actions
utensils, and sometimes turned into beautifully
prior to seeking permission from their Jarl to
carved and decorated artworks. Lanthian
declare a duel. Duels fought without a Jarl’s
cuisine consists of a variety of animal meats
sanction are considered dishonorable
hunted from the forests and fish from lakes and
regardless of any legitimate cause, and
rivers, seasoned with herbs and served with a
punishable by execution in cases where death
variety of grains and vegetables grown on the
is involved. Feuds often result outside of a
farms that follow the contours of the region.
Jarl’s authority, but as long as they are not
Mead is fermented from bee honey, while a
fought within a Jarl’s territory, feuding parties
variety of ales and beers are also brewed from
can act as they please.
hops and grains.
Losing a just duel is not held as an act of
When journeying through Lanthia’s jarldoms, it
incompetence or cowardice. In fact, Lanthians
is customary for merchants and travelers to
feel that it is better to lose or even to die justly
offer tribute to the ruling jarl as a token of
than to choose cowardice. Losers of duels and
good intentions and courtesy, as well as to
relatives will always be compensated for their
receive the protection of the jarl. Even
defeat in a form of payment, which is a price in
Thessae’s merchants will stock up on a few
gold, silver, services, and goods set by the
extra tuns of wine and ale, bars of gold and
Jarls and often rather comfortable. Unarmed
silver, chests of jewels, coffers of spices, and
duels are not priced as high as armed duels are.
other finer goods from other nations to be
Should the loser die, then her mother, sisters,
offered as gifts to the jarls or the queen.
daughters, and other relatives will receive the
Individuals or less affluent groups are not
purse from the victor. The price itself is often a
expected to give as much, but some form of
deterrent from declaring the duel, since every
appreciation must be offered. Refusing to
living member of the loser’s household receives
offer a tribute is not a good thing to do, since it
the same price. One may win the duel, but
will often involve robbery and expulsion from
could quickly become a pauper because of it.
the Jarl’s territory. Thessae’s merchants have
To protect themselves, most women tend to
always been wise and courteous enough to
live in very large households and lodges with
53
Maidenheim: The Age of Scorn
Nations and Empires: Lanthia
avoid this, but the efficiency of their caravan
Lanthian women are very faithful and devout,
guards would make even the most offended jarl
and not a day goes by where some form of
hard pressed to risk her women in an attack
prayer or thanks is offered to at least one of
upon them.
their goddesses. They defend their beliefs as seriously as they do their homes, and any who
The offer of tribute is also extended to the
mock them for it are quick to regret it as
freeholders and matriarchs of individual lodges
lessons in wrath.
and households. Should a traveler in need of
MONEY AND COMMERCE
food or shelter receive such from a family, the
Lanthia mints its own currency. Gold aurs and
traveler is expected to repay their hospitality
silver krons are the only coins minted. Copper,
through a payment or offer of one’s time and
tin, and iron are used to make utensils, while
labor, such as helping on the farm for a few
platinum and gold is used for jewelry. Foreign
days or maintenance around the lodge.
currencies are accepted at face value. A
Freeholders are usually more than happy to
system of barter is also used within Lanthia,
have a guest in their home, especially if the
guests have Authority over a man with them.
and animals, livestock, weapons, tools, jewelry,
RELIGION
used between merchants and their customers.
gems, cured and tanned hides and furs are all
Frigga, a goddess of storms and weather, is the chief deity worshipped by the Lanthians.
Rich in mineral ores, Lanthia turns mined and
Prayers are offered to her to ease the burdens
smelted gold and silver ores into fine jewelry,
of winter and to bless her faithful with warmer
often inlaid with precious stones and gems.
and longer growing seasons to increase their
Thick animal furs from bears, beaver, and
harvests. Warriors praise Sif, a goddess of
wolves are also used as clothing useful in the
battle and excellence, and her priestesses
winters and higher mountain elevations.
actively seek out opportunities for conflict with
Frequent contact with humanoid tribes has
humanoids just as readily as their followers do.
forced Lanthian smiths to forge excellent metal
Idun, a goddess of spring and youth, receives
armors, blades, and weapons, many of which
tribute for bountiful planting seasons, while
are exported to other markets in foreign
countries. Wood and lumber is also exported.
Freya is regarded as a matron of love and fertility. Hel is also recognized as a goddess of
Imports include vegetables, foodstuffs, and
the dead and the underworld, although few
grains not farmed in the hilly and mountainous
actively worship her, seeing her rather as an
region; most of Lanthia’s food sources include
enemy of Sif's and the matron of those who
hunted game animals, fish, and raised cattle.
die without honor or courage. Those seeking daughters offer prayers and sacrifices
CITIES
to Ilmatar, while Mielikki is revered as a nature
Varmhold
goddess much as she is in Thessae and
Lanthia's capitol city changes every time a new
Teichosia.
jarl deposes the queen before her, but Varmhold has served as the seat of Lanthia's
54
Maidenheim: The Age of Scorn
Nations and Empires: Lanthia
power for the past 84 years. Queen Inga's
settlements are infrequent, since both nations
grandmother Ursa, a powerful Jarl in her own
are more concerned with rooting out humanoid
right, challenged and killed the queen over the
lairs deep within the Marpesians and beyond
throne. Returning to Varmhold, the new
to the north, although a slight increase in the
Queen Ursa used her new position for the
number of conflicts has given alarm to both nations' rulers.
enrichment of her Freeholders and followers, turning the city into the fortress of wood and
NPCS Queen Queen Inga
stone that she is today. Located in central Lanthia's highlands, Varmhold is strategically located to allow access to most neighboring
(Human female, Barbarian and Fighter,
jarls' lands without traveling through other jarls'
Chaotic Neutral)
borders. This has greatly attracted the
A middle-aged woman with a rugged physique,
merchants from Thessae, who now simply pass
greying hair and dark eyes, Queen Inga has
through one of the southern jarl’s lands and
skillfully retained her throne by balancing the
finally make their way to Varmhold, selling their
steel in her hand and brutal ruthlessness
wares to Lanthian merchants and saving the
toward her enemies with a wisdom and foresight
cost of extra tribute when passing through
that works to the benefit of every woman in
other territories. With over 60 thousand
Lanthia. In her tenure, she has already slain a
residents and hundreds of acres of
dozen Jarls in duels who felt they were
surrounding pastures and farms, Varmhold is a
stronger and more capable; now, none dare to
rugged frontier city that retains a chiseled
challenge her. With the increased bloodshed
beauty in a harsh land.
between her Jarls' miners and dwarven prospectors from Mithia, Queen Inga is
PLACES OF INTEREST The Marpesian Mountains
expected to quickly come to some form of resolution. She does not believe that her own
The Marpesians have always been rich in
jarls or the Mithians are directly responsible
mineral wealth, and is said to have been given to
for the raids. Inga has an instinct for treachery
mortals as signs of favor from the gods.
that has often guided her decisions well, and
Lanthia has grown wealthy from mining rich
this increasing bloodshed has set it off. Queen
deposits of gold, platinum, silver, iron, and
Inga is willing to at least engage in diplomacy
gems, although they frequently come into
with Mithia, although she is also looking for
disputes with local dwarven miners from Mithia,
heroines to search into the mountains where
who claim that all of the Marpesians are their
the raids have taken place. Something evil is
ancestral homes dating back to the Creation.
waiting up there, and it certainly isn't the humanoids.
Skirmishes and raids between mining
55
Maidenheim: The Age of Scorn
Nations and Empires: Lanthia
MAP OF LANTHIA
56
Maidenheim: The Age of Scorn
Nations and Empires: Llyrdonia
LLYRDONIA "Trust not this place... her people speak in riddles and reek of illusory intentions."
GENERAL DESCRIPTION
HISTORY
Nestled between gentle foothills and lush pine
When the humanoids crawled from the earth in
forests, Llyrdonia is home to large numbers of
search of blood and murder, it was from the
gnomish and half-gnomish settlements. They
cavernous hills of Llyrdonium that they came.
frequently trade with the dwarves of Mithia in
Once, barbaric tribes of humans lived in the
the north, and the halflings of Cannoria to the
hills of Llyrdonium, praying to the gods of the
south. Llyrdonian hills are not always safe,
earth and nature and painting their bodies for
known to hide small numbers of humanoids from
war. Although the Carthians conquered these
the earth, and the region is riddled with caves
forgotten people over a thousand years ago, a
that stretch deep into the bowels of Scythae.
few remains of their culture reminds the traveler who finds them that these people even existed
GEOGRAPHY AND CLIMATE
at all. Tucked quietly in the forests and
Llyrdonia stretches from the temperate
overgrown with brush and roots, carved cairns,
regions along the Llyr River and the Mithian
henges, and chiseled stone artwork can still be
Mountains up to the frozen tundra and arctic
found marking their ancient holy grounds or
regions of the northern Maidenpeaks, officially
burial sites. Some of these monuments depict
making her one of the largest queendoms on
wars with half-men and half-beasts, indicative
the Marpesian mainland. With over half of the
that even these barbarians were in conflict with
land rolling with hills, valleys, and sloped
humanoids as well. When the Carthians
mountains, the terrain is not particularly suited
conquered the last of the tribes, the barbarian
for farming save for in the southern regions
culture was crushed and bred out of those who
along the Llyr. Thick forests blanket the hills
were assimilated into the civilized Carthian way
and mountains, slowing travel through the
of life, and the warnings of the ancient
northern hills and hiding potential dangers, as
barbarian wise men and women were ignored.
well as the almost unseen communities of gnomes who prefer to live in the forests.
The gnomes have also long lived in the
Although a few more easily located
Llyrdonium region of Marpesia, although it
settlements are located in the flatter and
was not until a century after the Age of Scorn
temperate Llyr River Valley and the hills of
ended that they truly became her mistress.
central Llyrdonia, daring gnomes willing to
When Carthia's legions became the masters of
brave the more rugged northern hills in search
the frontier territory, the Carthians
of iron, precious stones, and gold have
immediately began to exploit the rich mineral
established mining camps and towns deep
resources hidden within the hills and valleys of
within the foothills of the Maidenpeaks.
Llyrdonium, digging deeply into the earth in
57
Maidenheim: The Age of Scorn
Nations and Empires: Llyrdonia
their greed and lust for gold and iron.
Lycaeon, and the rest of the Carthian
Although much of Carthia's wealth was drawn
Empire, the gnomes used their magic to remain
from Llyrdonium, only a century later did they
hidden while they began to restore what the humans had not been able to hold onto.
dig too deeply into the earth, where Man does not belong.
After many years, the humanoids slowly began
The first attacks of the humanoids were swift
to be driven beneath the earth by the surviving
and precise, and they were able to easily
women across Marpesia. Those beasts who
overwhelm the surface races underneath the
fled back into what was believed to be an
earth. Carthian legions responded quickly
abandoned Llyrdonium never made it home, for
enough, but as wild beasts are drawn to the
the gnomes had already mastered their illusions
scent of blood, more and more humanoids rose
and easily slaughtered the fattened and
from the earth, overwhelming the Carthians
desperate humanoids. With few men left
before news of their presence reached the
amongst them, the gnomes, like the other races,
Carthian capitol of Lycae in modern Lycaeon.
were forced to rely upon raids to supplement
By the time the first messengers arrived with
their breeding stock. The halflings of
the news, the taste of blood was too fresh on
Cannorium were constantly attacked and
the lips of the humanoids, and countless
tricked by the gnomes, and many halfling men
hundreds of thousands of orcs, goblins, ogres,
were lost to their deceitful neighbors north of
trolls, and other twisted races spread like a
the Llyr. Today, many half-gnomes are
carnivorous wave across a land made soft with
descended from the abducted men of these
victory.
raids. Small-scale wars and battles were fought between the gnomish and halfling women over
The gnomes had long been enemies of the
halfling men, which were particularly brutal and
humanoid races, and as a long-lived race many
surprisingly efficient for the smallest of the
of them had still preserved the culture and
races. Although the halfings were able to
customs of their ancestors. Although they
eventually stave off the raids, they did lose
suffered terrible losses, they were also the first
enough men of their own that they were forced
to maintain a formidable defense against the
to take human men as mates, creating the sub-
humanoids while their human neighbors were
race of halflings known as Tallfellows. Halfling
either devoured or fled in panic. Relying on the
raids into southern Llyrdonium were only fairly
spirits of their ancestors to protect them in war,
successful, since the halflings were often
and stealing the magical arts of illusion from the
tricked into heading back empty handed by
humans, the gnomes were able to trick the
gnomish magic.
humanoids into believing that all of the civilized races had either been slaughtered to the last or
As news of the debates of the Reparations
had left Llyrdonium altogether. The resulting
being discussed in Heracea's forums in distant
deception lured the humanoids into pressing
Lycaeon reached the gnomish rulers, the minor
on across Marpesia while leaving their rear
conflicts with the halflings abruptly ended. The
unguarded. After the humanoids had crossed
two fledgling nations called a truce, and
the Llyr and descended upon Cannorium,
formerly agreed to put their past battles and
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grievances behind them. With the Reparations,
in her government, with the hope that one day
the gnomes agreed that any form of unity, even
she can either control the guild as guild
one such as that posed within the Reparations,
mistress or acquire so much wealth that she can
was better for everyone involved. Llyrdonia
retire early with a century or two of life left in
became one of the strongest supporters of the
her.
Reparations only beneath Lycaeon and Aegonia.
The queen may have absolute power in
Since those days, Llyrdonia has become a
of the people, not the noblewomen and the
moderately civilized frontier territory, although
merchants. The gnomes certainly expect for
she has been able to more fully exploit the
her to enjoy her position and title, but to never
wealth that the Carthians were forced to leave
forget her subjects. Those queens who have
behind. The gnomes are affluent traders and
forgotten this have been removed from power
merchants, and are fierce economic rivals of
by the people, and replaced with another
both Cannoria and Thessae. Their armies are
noblewoman who has been sympathetic to their
not numerous, but they are extremely powerful
cause. Since many women in Llyrdonia are
in the magical arts of illusions and trickery, and
familiar with trickery, magic, and illusions, it isn't
extremely dangerous to confront in their own
too difficult for disgruntled gnomes to present
Llyrdonia, but she is expected to be the voice
territory.
a formidable front to a neglectful queen. Those noblewomen who one day might desire
GOVERNMENT AND POLITICS
the throne are always as attentive to the
A queen rules Llyrdonia as the sole authority
queen's subjects as she is expected to be, in
in the land, and is served by noble, plutocratic
the hopes that they could possibly move up a
merchant families beneath her in a fashion
step or two on the ladder of nobility or royalty.
found in neighboring countries like Thessae and Lycaeon. The wealthy merchant guilds are
As a race of small people, the gnomes have
the strongest voice in the government, and the
certainly managed to master the art of
noblewomen of these families administer the
diplomacy and negotiation. They have forged
queen's subjects through this system of guild
trade alliances with the Cannorians despite
houses. Every craft, trade, and profession in
their past grievances, and share mining rights
Llyrdonia is represented by a guild that
with the dwarves in Mithia for valuable gems
monopolizes and regulates that particular
and iron.
aspect of Llyrdonia's economy, and one
MILITARY
cannot have a job in Llyrdonia without being a
The gnomes are the smallest of the races on
member of one of the guilds. Although this
Marpesia, and it is a sense of irony that their
does cut down on competition from foreign
armies, when mobilized against a common
merchants, it has provided a fairly stable economy within the country.
threat, can be perhaps the deadliest and most
The importance of the guilds allows even the
on Scythae. Their small size and experience in
youngest gnomish craftswoman to have a voice
fighting the humanoid races gives them
effective band of soldiering women anywhere
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advantages that no human could ever have, and
Like halflings, gnomes are a fertile race, and
they are the unrivaled mistresses of their
they have more men in their society than most
terrain, whether they are crawling through the
other nations do. Almost half a million men of
dark and cramped tunnels beneath the
gnomish, half-gnomish, and halfling blood live in
Maidenpeaks or running swiftly and quietly
Llyrdonia under the Authority of their
through the foliage and brush of the forests. A
mistresses. These men are treated much like
direct confrontation with a gnomish army is
second-class citizens, but they are not
generally not the rule, since illusion-wielding
particularly abused or neglected. They are not
gnomish sorceresses can easily deceive and
educated beyond their means to perform their
mislead their enemies into any number of
duties and tasks, and they are too valuable to
ambushes and pitfalls. Missile weapons such as
waste in soldierly or militia duties, and
arrows, barbed darts, heavy bullets cast of
untrained in the arts of war, weaponry, and
lead, and javelins are used against the larger
magic. Hobbling is enforced, although only in
races with great accuracy, allowing the
the ankles and never the arms or hands unless deserved as a punishment for a crime.
diminutive gnomes to harass and whittle down their enemies before they close in with their
LANGUAGES
spears and short blades. Gnomes also use
Much to the dismay of foreigners, the Ridd is
trained beasts to assist them, particularly large
spoken almost exclusively by the gnomes of
wolves or small ponies as mounts, and large
Llyrdonia. Save for the times when a gnomish
eagles and owls to give them an aerial advantage over their enemies.
merchant is selling goods to her customers, or
The humanoids and the halflings have more
important messages, the gibbering Ridd is
when gnomes of authority need to relay always spoken. Humans, halflings, and other
than enough stories of gnomish warfare to warn
races that live in Llyrdonia understand enough
any who would dare to challenge the otherwise jovial and festive gnomes.
of the Ridd to get by, but foreigners are
PEOPLE AND CUSTOMS Llyrdonia's countryside is not well suited to
frustration.
expected to hire a translator to alleviate the
SOCIAL CUSTOMS
farming, but there is enough wildlife and game
Llyrdonia's reputation is not quite deserved.
animals to support a modest population of
Yes, it is true that gnomish custom precludes
small demihumans. Nearly 10.5 million people
them to competitiveness and often-
live in Llyrdonia, 95% of whom are gnomes and
underhanded dealings. Yes, it is true that the
half-gnomes, with the remaining 5% being
acquisition of wealth often lures them into
halflings and dwarves. Unlike Cannoria, where
swindling and outright theft. Llyrdonians are
the halflings make accommodations for the
not particularly cruel or mean by nature, but
larger races, the gnomes have not, and any half-
they are very devious and deceitful when it
elves, elves, or humans who travel to Llyrdonia
comes to gaining that which they desire. "A
will have to find some other form of hospitality.
fool and her gold are easily parted" is all too common in Llyrdonia, and the same ethics
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apply to fools and their men. As one merchant
Marpesia, and generally distrusted in other
your eyes off of in Llyrdonia no longer belongs to you."
Gnomes are also known for their love of
from Thessae put it, "anything which you take
lands.
festivities and celebrations. Their enjoyment
The origins of this avarice are not so much
of music and song, dance, illusionary magic,
born from greed or selfishness, but from the
storytelling, and contests of skill and strength
worldview of the gnomes. Life is too valuable to
are frequent occasions that do not necessarily
waste on possession and ownership, and after
need any reason to celebrate. Gnomish
the Wars ended, it became necessary to share
communities within the forests tend to include
what others had in order for survival to be
the wildlife itself, bringing the entirety of the
possible. Men had to be shared for
forest into the festivities as well. At these
propagating the species, tools had to be
times, travelers through the forests may be able
shared for the building of communities, and
to hear the songs and music of the gnomes, but
knowledge had to be passed on so that future
when they go searching for them, the music
generations could benefit. Although these
stops, and the forest returns to the way it is
beliefs certainly did contribute to the survival
believed it should be. Gnomes can immediately
of the gnomes, at some point it also began to
halt their celebrations in order to secure their
incorporate such things as gold, gems, luxuries,
safety, and are so skilled in their arts that
and other valuables. Now, nearly everything
humans have walked right down a forest trail
that one could imagine is open for "Sharing
completely unaware that they have just walked
and Borrowing," which the other races
through the center of a gnomish community.
certainly do not appreciate.
Anyone who is uninvited into a community such as this is very unlikely to ever find it.
The gnomes are aware that their act of
Xenophobia is common among the gnomes,
Borrowing from others is looked down upon,
who have always preferred to keep to
even amongst themselves, since not everyone is
themselves, and they tend to be interested in
open to Sharing. This has given rise to the
the other races as long as they have something
saying of "that which you Borrow but cannot
worth Borrowing or trading.
hide from someone who would not Share with
you to begin with, do not Borrow." This belief
RELIGION
many gnomes, as well as the belongings of
particularly devout, especially after the Wars
The gnomes are not known for being
certainly has saved the lives and well being of
of Man came to an end and the last of the
others, but gnomish trickery and illusions are
humanoids were driven beneath the earth. In
more than enough defense for those
the past, the gnomes did worship a pantheon
determined to Borrow. Not every gnome in
of male deities, but the surviving gnomish
Llyrdonia is a thief, and many certainly will
women felt so betrayed by them that all
respect the wishes of their companions to "ask
reverence for their ancestral gods has long
first" before Borrowing, but gnomes are among
since been abandoned. With no female deities
the most prolific thieves and robbers in all of
and goddesses of their own, the gnomes of
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Maidenheim: The Age of Scorn
Nations and Empires: Llyrdonia Lycaeonian noblewomen would be ripe with
Llyrdonia have readily adopted some form of
envy.
lip service to the goddesses of other nations, particularly Hecate for her gifts of magic and
CITIES Callardun
illusions, Demeter for fertility, and the halfling goddesses of Dalla, Shayla, and Cylee. Still, widespread devotion is uncommon and open
Callardun is the only city in Llyrdonia that
worship is rarely performed, leaving the
caters to foreigners, particularly since the
priestesses little power or influence in the
Queen keeps her palace here and the guild
affairs of the nation. The gnomish way is to
houses are based out of the city. Located in
deal with life's problems oneself, rather than
central Llyrdonia and carved directly into the
beg for the intervention of the gods.
hills, Callardun's walls are built over the ruins of an ancient Carthian city whose name has
MONEY AND COMMERCE
been forgotten. Gnomish engineers have
The gnomes do mint their own coins,
repaired and strengthened the once crumbled
particularly the gold garl, the silver flandal, and
walls into a formidable defensive structure,
the copper urdlen. Since the gnomes generally
extending the walls around the Foreign
do not make any considerations for the larger
District that lies just beyond her gates. It is
races, their coins are roughly half the size and
here on the surface that foreigners can meet
value of similar but larger coins. Since the
with representatives of the gnomish guilds and
coins of other nations tend to be twice as large
negotiate trading rights and contracts, as well
as gnomish coins, foreign currencies are
as get a taste of gnomish culture and cuisine.
accepted at twice the normal value of gnomish
Humans, half-elves, and the other larger races
coins, while gnomish gold, silver, and copper are
generally cannot enter the subterranean city
accepted at half value outside of Llyrdonia.
and communities beneath the earth, although dwarves and halflings have little problems in the
The gnomes are fortunate to have large
subterranean tunnels and avenues. On the
deposits of iron, gold, silver, copper, and
surface, Callardun does have enough
precious stones within their territory. The
accommodations for at least 10,000 people of
foothills of the Maidenpeaks and the Mithians
human size, but roughly 50,000 gnomes and
are riddled with veins or ores and stones, which
half-gnomes are believed to live beneath the
the gnomes are quite happy to mine. They are
city in a massive and complex maze of avenues
held as the finest crafters of jewelry and
that wind through the hills.
gemstones on Scythae, such that even the Crown Jewels of Lycaeon were commissioned
PLACES OF INTEREST The Llyrwood
by gnomish artisans centuries ago. Finished jewelry and gemstones are the largest export
Stretching across southern Llyrdonia along
Llyrdonia has, bringing in enough wealth to the
the northern banks of the Llyr, the Llyrwood is
country that more than enough food imports
a thick and deep forest that is rumored to be
from Cannoria keeps every gnome’s belly full.
filled with large numbers of fae spirits and
Wealthy gnomish merchants also bring in such
magical creatures. Small communities of
a variety of luxury goods that the most jaded
gnomes do exist within the Llyrwood, but few
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NPCS Queen Lylota
have ever found them. Travelers are often misled and tricked by a variety of pixies, sprites, and brownies, or by the magic of the
(Gnome female, Wizard (Illusionist), Lawful
gnomes themselves. The Llyrwood is believed
Neutral)
to contain a number of ancient Carthian ruins
The aging Queen Lylota is just over 600
within it, old temples or tombs that may contain
years of age, and is one of the oldest living
some knowledge or links to the past during the
gnomes in gnomish history. Although she has
Age of Scorn. Whether or not these ruins
only been a queen for two centuries, her
actually exist is unknown, since no one has
grandmother was the reigning queen at the time
actually found them. It was here in the
of the Reparations, and Llylota is regarded as
Llyrwood where the last of the humanoids
a very prestigious woman in Llyrdonia. She is,
returning to the northern hills disappeared, and
however, losing her sanity a bit, becoming
there are rumors of others who have vanished
absentminded in her venerable age. The guilds
also after earning the enmity of the gnomes and
and the noblewomen, who are insisting that
spirits who dwell here. The Llyrwood is a very
Llyota’s only daughter Gwynyth step up to
beautiful and vibrant forest, but like
the throne, have quietly overruled recent
everywhere in Llyrdonia, nothing is what it
decisions she has made. Lylota, however, does
seems to be.
not wish for her daughter to rule, believing that she is too irresponsible and corrupt in her heart to truly serve the people of Llyrdonia. Although she openly has accused Gwynyth of no longer being her daughter and that the guilds are trying to deceive her, the noblewomen insist that such a possibility is even beyond them. Queen Llyota refuses to turn over her throne to her daughter, and is struggling to keep in good health long enough to find a new heiress to her throne, and to
prove that her daughter is but an imposter.
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MAP OF LLYRDONIA
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MITHIA "To stand in the heart of a burning forge and find a way to prosper for it... such is the way of the dwarves."
GENERAL DESCRIPTION Deep within the halls of the northern
the roads clear during the winter months, but
Maidenpeak Mountains rule the dwarves.
clearing the roads and mountain passes due to
even they have had to put aside any hopes at
Although dwarves are by nature a silent and
the severe storms and avalanches.
xenophobic race, Scythaen dwarves have had
HISTORY Mithia's history dates backs thousands of
by necessity to become more open to other races, particularly in search of mates. The
years, and for millennia the nation has been the
Mithian dwarves frequently seek out bands of
home of the dwarves. Unlike the rest of
humanoids hiding in the caves of the
Marpesia, much of whose ancient history has
Maidenpeaks, and have been largely
been lost, Mithia still retains most of her past
successful in keeping their populations from
records carved in runes upon the halls and
becoming to numerous.
monoliths within the dwarven homeland.
GEOGRAPHY AND CLIMATE
In the days of mighty Carthia, Mithia was
Located in the northern reaches of Marpesia
known for having a long-standing tradition of
and reaching elevations thousands of feet
isolation and separatism. The woes and
above sea level, Mithia is a cold, harsh, and
sorrows of humans, elves, halflings and gnomes
bitter nation where only the dwarves would feel
were not those of the dwarves, and very few
at home. The valleys at the base of the
dwarves found interest in leaving their home.
Maidenpeaks are filled with coniferous forests
During this time, the Maidenpeaks were known
up to the tree line, left wild and untamed by the
as the Mithian Mountains, named so by the
dwarves who are content within their stone-
dwarves after the veins of mithril that ran
carved halls within the mountains. Winters are
beneath the mountains miles below the earth.
harsh in Mithia as they are in Lanthia, and
While the Carthians waged war with their
during this season there is little contact from
neighbors and carved an empire of their own
foreigners with the dwarves. Spring and
across Marpesia, the dwarves kept to
summer are warm, but too short for the other
themselves, and left the other races to their
races to truly enjoy their passing.
own devices.
Very few roads have been built through Mithia,
Although conflicts with humanoids and other
but those which have are well traveled,
creatures which dwell beneath the earth
maintained, and guarded by the dwarves who
consumed much of the dwarves' time, Mithia
rely upon them for contact with the rest of the
was overwhelmed by humanoid invasions
world. Thessaen merchants do help to keep
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shortly before the Ravaging, the time when the
pass before many even reached adulthood.
humanoids had gained so much power and numbers that they were able to overcome the
Long known to be a race with a high rate of
dwarven defenses, despoil their ancestral halls,
sterility, the dwarves were desperate to find
and spill out from the earth across the lands of
men to help propagate their species. At first,
humans, elves, and halflings. Hundreds of
the dwarven women refused to consider mating
dwarven strongholds and halls were lost to the
with other races, and those women who came to
humanoids, and thousands upon thousands of
positions of leadership within the struggling
dwarves sacrificed their lives in silence beneath
dwarven communities demanded that dwarven
the earth and the mountains they thought they
men living outside of Mithia be returned to
were secure in. With little to no allies beyond
them, by any means necessary. For a few
their borders, the dwarves suffered
decades after the Ravaging, bands of dwarven
tremendous losses, nearly all of their men and
women would travel across the breadth of
boys torn apart by the humanoids with just
Marpesia in search of dwarven men, convincing
more than half of their women surviving. Those
those whom they could to return, kidnapping
humanoids which were driven off into the
those they could not. Even after all of the
southern lands never returned, which did allow
dwarven males were believed to have been
the survivors of the Ravaging to close off the
returned, the dwarven women were still not
tunnels and caverns from which the humanoids
satisfied since nearly a third of their population
came, but the kingdom of Mithia was never to be the same again.
was sterile. It was at this time that dwarven
The remaining dwarven strongholds were in
attempted to mate with other races.
queens gave in to their stubborness and
disarray, and for some time they had lost
The dwarven women made raids into
contact with each other. Even by the time the
neighboring countries, taking halfling, gnomish,
dwarves had begun to reestablish
and human boys and men as prisoners every
communication with each other, disputes over
chance they could. Halflings were found to be
rulership and sovereignty quickly arose among
incompatible with dwarves, and raids upon the
them. In more prosperous times, such disputes
people of Cannoria were soon halted.
would have led to small wars over titles or lands,
Gnomish men provided the best alternative,
but none of the survivors wished to enter
since any male half-gnomes that resulted were
another war. If unity under a single ruler was
found to be capable of giving dwarven women
not an option, then mutual cooperation
children of dwarvish blood. Humans, however,
between communities was. Many dwarven
produced horrible results. After the first
leaders abandoned their former isolationist
dwarven woman conceived, many other
ways and felt that contact and trade
desperate women also mated with humans. The
agreements with the other races would be
first, however, died during her child's birth, its
necessary. The sharing of dwarven males
extreme size inflicting horrible hemorrhaging
between neighboring communities was quickly
that could not be staunched before the child
implemented, but it was evident that most of
was even born. The rest of the women also
these dwarven boys were too young to mate
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died in a similar and painful fashion. Their
Dwarven politics involves debates over mining
children survived, but the death of their
rights, territory, economic issues and trade
mothers spread the news across Mithia that
agreements between communities, and working
humans were not be mated with.
together to protect Mithia from her enemies. Although everything else is rather vehemently
By the time of the Reparations, there were a
argued and quarreled over so that one
dozen separate dwarven strongholds with their
particular stronghold can prosper more than
own "queen" or ruler, all of whom met with the
another, only in matters of war and defense do
queens of other nations to discuss the fate of
dwarves of different strongholds truly work
men. Truth be told, the dwarven women did not
together.
particularly care how the rest of the world ruled their nations, and wouldn't permit foreigners to
Civil wars within strongholds are rare, but they
rule theirs. Dwarven ratification of the
have happened on more than one occasion. At
Reparations was only signed in order to place
times when an argument decays into insults and
themselves and their strongholds in a more
disgrace, dwarves have been known to heft
advantageous position when negotiating trade
axes against each other to resolve the matter.
agreements or political alliances with their
Conflicts over mining rights and trade routes
neighbors. Even today, many dwarves think
have also been resolved through the axe and
little of the Reparations themselves, only
hammer, but despite the best efforts of the
paying them lip service while doing as they
dwarves to resolve their internal disputes
please within their own lands. Among their own
peacefully, at least once every few years two
people, not even the dwarves agree on
clans within a stronghold will shed blood. The
everything, and different communities apply as
entirety of strongholds will clash only once every decade.
much or as little of the Reparations as they see fit.
MILITARY
GOVERNMENT AND POLITICS
Dwarves have always been prepared for war. In
Mithia is divided into a number of separate
fact, their entire history has demanded it. From
strongholds and city-states, each with their
the beginnings of time dwarves have been at
own forms of government and politics. Queens
war with the world, in a literal sense if not
rule some strongholds, with established
physically. Surrounded by taller races and
monarchies reaching back for many generations
larger creatures and monsters, the dwarves
and rivaling the queens of other nations.
have had no choice but to adopt a grim,
Several other strongholds are ruled by elite
determined, and unwavering outlook on life,
oligarchies of wealthy merchants and traders,
death, and war. Their convictions have served
while some are theocracies attempting to rule
them well.
their people according to the Old Ways of the
Each stronghold has assembled as best it can
dwarven people. Smaller communities
a standing army of soldiers and warriors who
dedicated to a particular trade or craft are run
are to protect the interests of the clans and
by guilds, with their guild mistresses serving as
rulers who live there. Although the sizes of
rulers.
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these armies vary considerably depending on
Only 1.5 million people live in Mithia, 80% of
the strongholds' populations, they all have
whom are dwarves, 20% half-gnomes, and the
many things in common. Dwarves prefer metal
last 10% being gnomes. Halflings and elves find
armors to leathers and other softer materials,
the climate too bitter and rugged, while humans
at the very least donning hauberks of linked
have enough trouble negotiating the terrain on
chains and reinforced shields of steel. More
their own, much less than finding suitable
affluent armies will layer thick steel plates over
accommodations within a nation of 4-foot tall people.
their mail, adding visors to helmets and perhaps a spike or two along the shields or gauntlets.
Roughly 5% of the population consists of men,
The preferred weapons of dwarves are axes
with approximately 400,000 dwarves, 250,000
and hammers, although spears and short broad
half-gnomes, and 50,000 gnomes making up
swords are also common enough that many
their numbers. Dwarves may outnumber the
dwarves will carry them. Heavy and light
other races, but only 60% of the dwarven men
crossbows are the favored missile weapons
are indeed virile. Virile dwarves are carefully
used by dwarves, who are quite skilled at
guarded and looked after, ensured to be put to
raising shield walls in front of their archers to
work at nonviolent trades and those with little
protect them from their enemies. Dwarven
risk of injury or death. The others find
cavalry ride on the backs of well-trained war
themselves delegated to other tasks.
ponies, although strongholds in the more mountainous regions prefer to use similarly
LANGUAGES
trained goats to more precisely negotiate the rugged terrain.
The dwarven language of Dethark is spoken
Mithia is landlocked, and has no access to
said to be as old as the earth itself. Dwarves
exclusively throughout the strongholds, and is are loath to teach their language to outsiders,
bodies of water large enough for a navy to
feeling that they can interpret their secrets by
have developed at all within the country. This
learning the language. For this reason, all
suits the dwarves just fine, since most of them
dwarves who must deal with foreigners, from the
have a healthy distrust of the sea if not an
most desperate merchant to the most stubborn
outright fear of water. Many dwarves cannot
queen, learn as many languages as they can.
swim at all, save for those who have had the
Dwarves who are fluent in Alcinan, Archae,
experience of living close to underground lakes
Yond, the Ridd, and even Enoris are common
and rivers near their strongholds.
throughout Mithia.
PEOPLE AND CUSTOMS
SOCIAL CUSTOMS
The dwarves have always had a low
The dwarves have long been known for their
population, largely due to their low fertility
stubbornness, both in the past as they are
rates. Their numbers have still not fully
today. Like rocks they are, immovable as
recovered from their days before Carthia and
mountains until the last effort possible has
the Ravaging, but they are making slow and
nearly exhausted them. Dwarves do things the
steady progress.
dwarven way, and although they have no
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compunctions against asking another dwarf for
equals, perhaps even more so than in
help, they think little of asking anyone else to
Cannoria, although for the sake of their
help them. Even when they do receive
communities they are restricted from taking on
assistance, praise and thanks are handed out
certain roles. Dwarven men who are virile are
sparingly.
not permitted to engage in war even though they can train in the arts in order to protect
Gnomes and half-gnomes who have been born
their homes. The same reasoning applies to
and raised into Mithia’s cultures are treated as
gnomes and half-gnomes as well. Men trained
any dwarf, since both races have played an
in war and weapons serve as bodyguards to
important role in the survival of the dwarves.
queens, chieftains, and rulers, and will never
For this reason, gnomes and half-gnomes of
have to step foot on a battlefield in all but the
other nations are held in higher esteem than
most dire of circumstances. Due to the
humans, elves, or halflings are. Still, they are
hysteria of armed men being seen outside of
foreigners, and the differences are also
Mithia, dwarven men trained in war are not sent
recognized by the gnomes and half-gnomes
on missions beyond the nation's borders. The
born and raised in Mithia. There is no open
ancient tradition of men as warriors still remains
hostility between Mithians and the other
with the dwarves, but their current culture and
nations, but visitors to the dwarven cities will
need for prolific mates has somewhat changed
not find their hostesses very accommodating or
their roles in dwarven society. Approximately
thoughtful. Dwarven generosity is spent mostly
20% of Mithia's soldiers are actually sterile
on their own, with few dwarves finding enough
male dwarves, gnomes, or half-gnomes. The
room in their hearts to lend a hand to outsiders.
rest all work proudly as craftsmen and guildsmen.
Elves and half-elves may be tolerated, but deep elves have long been enemies of the
Men can still hold positions of authority
dwarves, and none will be permitted within any
throughout most of Mithia, but for the sake of
of the strongholds in Mithia. They will most
diplomacy with foreigners, they are not granted
likely be attacked on sight. This prejudice
titles such as king, guild master, or chieftain.
extends to half-elves as well as anyone else
Although dwarves were once a monogamous
traveling with them, including other dwarves
people, marriages are no longer a common
who will be most vehemently shunned.
practice, but neither have they been forgotten. The dwarves eagerly count the days when they
When dwarven men ruled Mithia in ages past,
can return to the Old Ways, and are steadily
women were treated as equals. They always
working towards that end. Dwarven women may
were, and always would have been even if
have a form of "Authority" over their sons
Carthia had not fallen and the Ravaging never
similar to that found in neighboring countries,
occurred. For this, there is no resentment
but it is not at all lorded over them. Men have
against dwarven men within the majority of
just as much say in dwarven society as any
Mithia's strongholds, for they did sacrifice
woman does, and this is one part of the
their lives in order to protect their wives and
dwarves that the Reparations has done
children. Dwarven men are treated as full
nothing to sunder.
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A few dwarven communities with close ties to
those who receive frequent contact with
foreigners, however, have modeled their
foreigners will. Although dwarves are a smaller
societies much more to their neighbors. In these
race, they have always minted their coins with
strongholds, men will be treated at best as
such skill that despite their smaller size, the
second-class citizens, while some are Hobbled
coins are more pure in their content. What they
at birth in a manner similar to those in other
lack in weight they make up in value, so there is
countries. Among the dwarves, women of these
no loss of exchange between foreign currencies.
strongholds are considered just a step above the other races, for they have abandoned much
The dwarves grow their own food in
of the Old Ways of the dwarven people in
underground caverns, and live on a diet of
exchange for the more "modern" social norms
grown funguses, subterranean fish, and hunted
and morays found in the rest of Marpesia and
game animals which live in the mountains such
beyond. Many dwarves feel that by assimilating
as cave bears, large cats, and goats. They are
the ideas and practices of their foreign
also fine brewers of thick and heady ales, the
neighbors, attempts will soon be made to crush the Old Ways forever.
bulk of which they consume themselves,
RELIGION The rest of Marpesia be damned, the dwarves
to export to foreigners. The dwarves actually
have refused to abandon the male deities and
to purchase goods "made in Mithia" rather
although some strongholds do produce enough import very few finished goods, for they prefer
gods of their people. Dain the Forger of
than luxuries produced by others. Rather, they
Souls is still the patron god of Mithia and
will purchase raw materials that they cannot
Creator of the dwarves and the world. His wife
grow or harvest within Mithia and produce
Berroan is the Revered Mother of all dwarves
luxuries "the dwarven way," which suits their
as well, who rules equally at his side. Ged is
tastes best and are surprisingly in demand
revered for strength in battle, and Dath is
among some neighboring countries wealthier
praised to keep the ways of the dwarves secret
citizens and subjects.
from outsiders, while revealing the earth's
CITIES Moranarak
secrets to the dwarves. Athor is an evil deity worshipped in secret, whose priestesses and priests are responsible for luring the dwarves
Moranarak is one of the more powerful
into greed.
dwarven strongholds, set deep within the Maidenpeaks. Called "the Heart of Mithia"
MONEY AND COMMERCE
by many dwarves, Moranarak has preserved
Each dwarven stronghold mints their own
Mithia's past and culture, and is said to contain
coins, and although these coins may bear the
vast archives of runes and carved stones
images of different rulers or heraldic symbols,
depicting the generations, lives, deaths, and
they are all basically the same. Gold gilors,
legends of heroes and heroines, kings and
silver ovors, and copper dorors are minted in
queens, villains, and demons. Dwarven sages,
most of the strongholds. Not every stronghold
historians, scholars, and bards spend decades
mints electrum gimars or platinum daks, but
in Moranarak, tracing the runes and learning
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the past of their people. Moranarak never fell
dedicated to one particular god or another.
during the Ravaging, although her walls were
Boliaduum is ruled by the high priestesses and
breached by humanoids, and today she stands
priests of the dwarven faiths as a theocracy,
as the embodiment of dwarven culture, history,
with each faith holding counsel on matters not
and preservation. Moranarak's Queen Ovon
only of importance to the stronghold, but to dwarves all across Mithia and Marpeisa.
is believed to be one of the wisest women in the world, despite the infrequent contact she has
Doramek
with foreigners.
Doramek is one of the smaller strongholds in
Norinadal
Mithia, dedicated to the crafts of mining and
Norinadal is one of the wealthiest strongholds
silversmithing. Built within the Marpesian
in Mithia, ruled by an oligarchy of competing
Mountains along a rich vein of silver,
merchant clans and wealthy dwarves. Carved
Doramek's dwarves hammer and chisel the
within the Mithians in central Mithia,
precious ore from the earth, and boast some of
Norinadal sees more contact with the rest of
the finest silversmiths in Mithia and perhaps
the world than the other dwarven strongholds
the world. Doramek herself is ruled by the
do. Although the dwarves who live here are
Doramek Guild, which oversees all aspects of
certainly determined to get their own way, they
mining, smelting, minting, and crafting of the ore
are far more lenient when dealing with outsiders
into more appreciable forms. There may not be
and trading merchants, particularly when there
gold within their territory, but Doramek's
is gold to be made. In order to facilitate trade,
dwarves make a fine living working the earth for silver.
the dwarven women of Norinadal have adopted the customs of the humans from Lycaeon, and
Thoranahak
have abandoned much of the Old Ways of the dwarves. Norinadal herself is set high upon
Thoranahak the Mighty, Shield of Mithia and
Mount Bathor, carved into a cliff that
Axe of Clanggedin boasts the most powerful
overlooks the settled valleys below. Humans
defensive structures in the Known World. Had
and other taller races can manage to find
she existed during the Ravaging, Mithia
suitable accommodations on Norinadal as long
perhaps would have fared much better. Built
as they have something to trade or services to
during the decades after the Wars,
offer; the rest can wait in the valleys below.
Thoranahak has since become a mountainous fortress alive with stout towers, impressive
Boliaduum
walls, and gates of iron and stone. During times
Holy Boliaduum is the center of dwarven
of war, dwarven engineers can prepare siege
worship and guardian of the Old Ways, and
weapons capable of delivering fiery missiles
the stronghold is a magnificent stone monolith
and combustibles at enemies hundreds of
of underground cathedrals and temples
meters away, turning the entire mountainside
dedicated to the dwarven gods. No dwarven
into forge of spitting flame and burning
deity dominates religious worship in
fragments. All of Thoranahak's queens have
Boliadumm, unlike smaller strongholds
been great warriors blessed in battle by
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NPCS Queen Ovon
Clanggedin, although military coups and internal dissension tend to be the stronghold's weakest point. Some say that the fate of
(Dwarven female, Lawful Neutral)
Thoranahak will determine the fate of the
The aging Queen Ovon has seen much strife
dwarves, and that if she falls so will Mithia.
in her days, which distresses her greatly as she has seen more and more of it in the last few
PLACES OF INTEREST The Great Delve
decades of her life. Nearly blind and walking with a cane, she is well aware that history
Deep within the earth lies the Great Delve, a
always repeats itself, saddened that she has
cavernous maze said to be the final
little time left to stop what she believes could
battleground of dwarves and humanoids. The
very well unleash another Ravaging upon them
tunnels that led to the Delve have long since
all. Ovon is aware of recent reports of armed
been sealed off, and much of the confines of
and warlike men from across the seas that have
the caves have been collapsed to prevent the
attacked several villages in Tyyrhan. She
humanoids from rising again. It is generally
bears no love for the mixed hybrids of that
believed that rich veins of mithril, gemstones,
distant country, but the scent of war is not too
and precious ores still remain within the Delve,
far away. The impressions that these invaders
although no one is permitted to enter the
develop from contact with Tyyrhan will only
region to plunder the rumored wealth. The
damage any hopes of peaceful negotiations in
stronghold Dardukr watches over the sealed
the future. Despite the strength of the
tunnels to the Delve to prevent anyone from
dwarves, even they could very well find
attempting to make their way back through, and
themselves outnumbered and at the mercy of
to serve as a first line of defense should
these foreign invaders. Ovon's daughter
anything decide to dig its way out.
Gimila has been prepared to sit upon Moranarak's throne, but the tasks she will face after her mother's death will test the mettle of the hardiest dwarf and the tallest mountains.
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MAP OF MITHIA
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