Norsland
Emperor Endymion Norson (Nord psion, age 65; PR5): Considered the most powerful man in Yg-Raya, his capacity for psionics makes him the only opposition to the god-like Elven Highking across the sea and the Mother of Witches on his eastern borders. Feared by the last two generations for good reasons, this new age is comforted by his presence, especially since almost all the oppressive institutions which defined the old empire have been abolished or re-purposed. Endymion, for all his past sins and faults, has kept largely to his promises and stands a symbol of redemption, integrity, and most of all stability. Norsland is a strong monarchy with largely contented, prosperous people. That said, hatred does not die easily, and a good portion of the old Sons of Nor, coupled with disgruntled inquisitors and the more xenophobic populace at large, maintain a semi-secretive order called the Brotherhood of Man which champions human supremacy and keeps most non-human races from settling outside Nord cities. In the quest to stave a dangerous escalation of hostilities, Endymion has ceased his many immoral experiments and disposed of all remnants of alien technology he could find. The Emperor feels the Nord must now make it on their own, the gift of psionics advantage enough.Prince Deimos Norson (Nord psyknight, age 19; PR3): Sometime after the war, as several threatening nations consolidated on his borders and a rash of hate groups rose in what was now Norsland, Endymion feared. The surrender of the empire's conquered lands was meant to promote peace. Instead, it seemed as if an alarming number of new enemies rose to power. Irreparable harm had already been done to his people in the mad crusade against the Devourer, and the one he hoped would lead them into a new age of prosperity was lost, thus he endeavored to sire an heir, someone to carry on a message of peace, wisdom, and strength in the face of the uncertain future. That heir is Prince Deimos Norson, still in his formative years, learned, eloquent, handsome and more-than-capable in psionic and martial arts. Loved by the people for his skill in jousting and his penchant for sponsoring festivals and public works, he is one of the few left in Othyr with a dragon mount. The commoners especially love to chatter about his possible courtships and who could end up Norsland's first queen.
The Narrine Princesses (mannequins, ages 24 - 42; PR2): Survivors of Endymion's experiments in his younger days, these artificial daughters each have the face of his late child Narra as per the cloning process. None visibly age, though they only possess human lifespans. Each is her own woman, to a point, though all share a love of life which brings the Emperor some measure of peace while in their company. The Narrine Princesses are all skilled psions, though only shadows of the original Narra's magnitude. They make their home in the palace gardens at Nord. Some refer to the girls as The Blue Canaries, given their fragile and caged personas.
Archdruid Tyvis Waylan (Nord druid, age 42; PR5): Lord of the Circle of Ten and its druidic peacekeepers, apex wielder of the Primal power in alignment with The Spirit of Harmony, bridge between the mortal and spirit worlds, custodian of the lands and their peoples, and one who strives for understanding, Tyvis Waylan is the reason Norsland and Avencia exist as they do today. He remains the balancing force behind the Emperor's treaties and the element which keeps the fear and hatred of the past from overwhelming the present and destroying a very hopeful future. Under his tutelage, the Circle of Ten has expanded across the mortal worlds, doing its part to harmonize the disparate factions of a chaotic Yg-Raya. Though his focus is largely Othyr given its tumultuous nature, he is known to make diplomatic visits across planes, keeping a close watch on potential dangers that might threaten the innocent. His tireless devotion to the cause does come at personal costs, though few know the specifics.
General Gauthier Garvyn (Nord officer, age 74; PR3): The Emperor's venerable friend and ally, Gauthier was the head of the original Sons of Nor. His hatred was not so blinding that he couldn't recognize peace was far more beneficial to the country he loved than further bloodshed. Possessing a keen military mind despite his age, Gauthier holds the position of first general of Norsland's considerable troops, numbering army, navy, and the special forces unit known as SPEAR. His philosophy is one of prevention, though even Gauthier would admit sometimes being too proactive. Then again, he counters, better safe than sorry.
Tycoons of the Consortium (nord businessmen; PR4): Even in the days of Endymion's father's father, the heartland was rich with natural resources and ripe for industry. That industry started quite small and disassociated, however as the years passed, as roads were built and demand increased, as men of vision developed more organized and effective ways of harvesting the essential elements of any thriving empire, the Consortium gradually came into being. Though named Lumber, Iron, Gold, and Wheat, the four branches of the Consortium encompass almost all related industry and trade regarding building, smithing, mining, and farming. Their conglomerate provides for the entirety of Norsland, Tolerna, and Liscar, and seeks to gain footholds in Avencia, Azerbad, and anywhere else it possibly can. The freemen of Avencia spurn the advancements, having only thrown off the yolk of the Consortium, with its poor working conditions, bribery, and strongarming, a generation prior. The Consortium are stark opponents of guilds and free enterprise which threaten their monopolies, the kind of industry Avencia promotes. No matter, though, despite the resilience of Avencia's leaders up until this point, there will come a time with the bribes and the economic positioning overcomes them. Nothing can stop the Consortium, only delay it, for it is progress and gain, unrelenting profit, and the needs of the rich, entrenched, and determined elite.
Izolda
Queen-Mother Iggwilv Yaga (human witch, age unknown; PR5): Iggwilv's history is as much myth as fact at this point, a witch as old as recorded history, perhaps older, having gone under names such as Natasha, Hedra, Lilian, Morgan, and most recently Iggwilv. The original temptress, her feminine wiles and wicked cunning allowed her to acquire startling power from the likes of archmages, demon lords, and demigods across several universes. She penned famed grimoires including the Demonomicon, and perfected the arts of ritual summoning and demonology. She is mother to many extremely powerful witches and warlocks throughout history, some of whom aid in the ruling of modern Izolda. She also possesses blood ties with the vampiric Il'spana and Zarovich lines. Iggwilv had been gone from the world some eight-thousand years, but the end of the Emperor's War seems to have inspired her return. Despite being supreme ruler of an entire nation, the Mother of Witches spends more time in darker, lower planes and unknown dimensions continuing her age-old pursuit of power. It would be a mistake to consider her dominion vulnerable. As a show of presence, Iggwilv has agreed to meet with continental leaders at Etheria to discuss peace terms between Izolda and Etheria. Iggwilv's Othyrian palace lies in Oldthrone, though she condoned the official shift of the capital to Lothet for lack of ports. Her servants are legion, though in Izolda the Iron Guard represent her interests as an army of thousands. She lends these and the magical Riders to her baronesses, but their true loyalty will ever be to the Queen-Mother.Baroness Drelzna Zarov (vampire demonknight, age 10,000+; PR4): The dark and alluring Black Witch rules from Sanctum Maleficum, a stronghold teeming with demons and dark magic. Besides being a capable warrior and a master demonologist, she is the strongest Zoldani proponent for peace. Surprising, perhaps, but Drelzna has ever been a contradictory and antisocial creature who'd rather be left alone than drawn into any sort of wartime obligation. Some wonder just why she was sleeping in the depths of the dungeon-city for ten-thousand years. Was she trapped? Or was she simply hiding? If she is Iggwilv's irresponsible or reluctant daughter, the Mother of Witches' doesn't let on. Iggwilv's given Drelzna the largest barony, stretching the entirety of the Dawnspear Mountains and its subterranean realm of Tsojcanth. Based out of the dungeon-city, she commands the loyalty of tieflings, trolls, drow, and deep gnomes. The monstrous caste is served by the slave races of grimlocks, quaggoths, and humans, part of a healthy slave trade with the nations of Clannash, Thrakkis, Azerbad, and Liscar. Drelzna hasn't the patience to micromanage her barony like her contemporaries, thus in Tsojcanth power and cunning are law. You can do as you will inside her borders, supposing you don't anger or offend someone bigger, stronger, and more connected. Of all Izolda, Tsojcanth has the least number of witches. Drelzna simply doesn't trust them, and the positions in the hierarchy they crave is already occupied by a number of dark elves and demons. The Iron Guard loyal to Drelzna are largely made up of farad, half-trolls bred with slave stock. They're stupider than your typical guardsmen, but a great deal more brutal (and effective) in their methods.
The Black Rider (fey knight; PR3): Iggwilv gave each of her baronesses a champion and herald to see their work done. Drelzna's champion is the Black Rider, a feared and fearsome fey knight that only rides when the sun has set. His scythe can reap the years right off of men's lives.
Baroness Litka Javine (Zoldani witch, age 49; PR4): The Green Witch was not the original baroness chosen by Iggwilv to lead Arcouth, rather the offspring of a daughter found... lacking. Amused by the complicated series of power-plays which led to the downfall of Litka's mother Beltane, Iggwilv sanctified her granddaughter's ascension. Litka has been an inspiration for power-hungry striga across Izolda for the last decade because of it, though her relationship with her aunts is strained at best. Litka is a powerful sorceress who specializes in animal transformation and curses. She might be any beast in or above the Arcouth. Crows are her agents and spies. She keeps several destinations for her polymorphed enemies, depending on the severity of their crimes. Those too dangerous to let live are transformed into pigs and led to the slaughterhouse. Those Litka intends to terrorize over long years she sends to the farms as harmless lambs, chickens, and cows to live in daily dread of becoming breakfast meats. Litka's old lovers are transformed into foxes, rabbits, or deer and set loose in the woods only to be hunted by the witch and her hounds during a lively day of sport. It is often said the people of Arcouth will never starve... Litka's Iron Guard keep the borders of her realm in a constant lock-down given the temptation to flee to Norsland, though very few guardsman dare to enter the woods unless pressed. Things dark and twisted and not under Litka's control still make it home. The barony itself is comprised mostly of humans, though lycanthropes, ogres, and forest gnomes live in appreciable numbers.
The Red Rider (fey knight; PR3): Iggwilv reassigned the Arcouth's champion and herald to her granddaughter in order to see her will done. Litka's champion is the Red Rider, a savage and fiery fey knight that leaves embers and misery in his wake.
Baroness Imprela Carnast (half-giant witch, age unknown; PR4): Pale, powerful, standing a hair under seven feet, the White Witch is easily the cruelest and most demanding of the sisters (which is saying something). There is an air of undeniable authority about her and a look of royalty, the cold and ceremonious kind. She rules a Voxian population about equal parts goblinoids (goblins and bugbears mostly) and human. Her favored agents, winter wolves, enjoy an elevated position above the rest of the barony, though none are immune to her terrible wrath when things don't go her way. The Iron Guard loyal to the baroness are known for their ruthlessness and vigilance keeping anyone from leaving the barony without their papers in triplicates (and even then, not always). Those who illegally depart the Vox are hunted down by a specialized coven of Imprela's granddaughters known as the Cold Sisters and dragged back for sentencing. Despite the horrors these runaways are subjected to, people make the run nightly in hopes of finding new lives in the other, 'gentler' baronies. Imprela's pride is the growing city of Keretten, still in its infancy as the premiere northern port, but gaining influence and new trade contracts each day. Keretten is also the heart of a burgeoning whaling industry.The White Rider (fey knight; PR3): Iggwilv gave each of her daughters a champion and herald to see their work done. Imprela's champion is the White Rider, an ivory woman wrapped in garlands carrying an icy bow that never misses.
Captain Vanagandr Wolf (winter wolf ranger, age 19; PR2): Captain of Imprela's Iron Guard, the winter wolf earned his position through cunning, intimidation, and more than a few murders. Of middling age for a winter wolf (they don't usually live past 30, though it could be the savage nature of winter wolves preying on the elderly and less the limits of longevity), Vanagandr suffers no rival and commands enough allegiance throughout the Vox to ensure his continued position.
The Hellfrost Club (human, tiefling, and lycanthrope boyars; PR3): The sons, grandsons, and great-grandsons of the striga make up the boyar caste, just below the witch caste in power and prestige. Of the boyar organizations, none are quite as elite or influential as The Hellfrost Club. Based in Lothet, they are as close to barons as men can get in matriarchal Izolda. They essentially control the flow of money in and around the capital, their leaders being some of the wealthiest landowners, businessmen, druglords, and crime bosses in the country. They stand the perfect counterbalance to the power-hungry striga aligned with the church of The Dark Queen, Lothetian witches too prideful to be content in any meager town or village, yet too weak to challenge any of the baronesses for position. There are rumors of Mammon and Mephistopheles sympathizers hiding within the club, but nothing has been substantiated. How could it? The Hellfrost Club includes the leaders of the local Iron Guard, coincidentally made up almost exclusively of regimented and unquestioning hobgoblins. They also hold all the contracts with Clannash, the dark dwarves currently operating 90% of the Zoldani mines and working every major construction site.
Baba Yaga (???): If Iggwilv is the mother of witches, Baba Yaga is the grandmother of witches, a creature of impossible age and power supposedly rivaling that of the Queen-Mother herself. Baba Yaga has never been officially seen or heard in Izolda throughout its history, from the time of Iggwilv's first reign into the present day, however that does not halt the spread of the fairy tales and ghost stories that accompany her reputation. The only credence Baba Yaga even exists lies with the rare wild huts (animated cottages with bird legs) roving across the Zoldani countryside said to be the offspring of Baba's own Dancing Hut, and the idea that Iggwilv has never openly refuted claims Baba Yaga is actually her mother.
Lands of the Bastard Kings
King Sigheret (barbarian warrior, age 39; PR3): Another of the most powerful Bastard Kings, a roving kingdom that follows the reindeer herds to feed, clothe, and arm a considerable force. Sometimes called the Elk King, and his people the Elk Clan.
The Frostwyrm (???): A legend around the Roam, a white linnorm of that dragon race long thought extinct, tales naming it no less than half a league (1.5 mi) in length and with jaws that could swallow a frost giant in one gulp. It's been whispered the death of King Pull's entire army not three winters back (though certainly not confirmed) while the clan was positioning to raid a lesser lord, King Braka.Allfather Matthias (barbarian warrior, age 66): The mythic Savior of the North, the man who tamed the frost giants and slew the blue elderwyrm, was ousted from jotun lands near the conclusion of the Emperor's War. Years of fighting and drinking were already catching up to him then, it's a wonder if death hasn't claimed him by now. Point of fact, many, even among his bastards, believe sightings of the Allfather little more than drunken tales and snow mirages. He's said to roam the tundra, glaive in hand, seeking one last battle worthy of his name.
Etheria
Innkeeper Serma Rozeburn (Etherian innkeep, age 26; PR1): After the death of her father, a retired knight of the now-defunct Order of the Morning Thaw, Serma felt it her duty to continue 'The First Light Inn & Tavern' which had been her childhood home and her dad's hard-earned legacy. One of dozens of inns and taverns in the temple-city, The First Light's uniqueness is that part of its funds goes toward the reestablishment of the old, knightly order. Serma herself dreams of one day shedding her apron and taking up her father's sword, also named Firstlight, mounted above the hearth. Several of her father's old comrades, each of whom she names 'uncle', are eager to aid her in this quest, but the expenses of day-to-day innkeeping and the challenges of locating many worthy or interested squires has thus far prevented any real gains in the resurrection of the order.
Innkeeper Carina 'Onyx' Selgaunt (vampire innkeep, age 153; PR1): Hired by The Starry Maiden herself in the days of The Emperor's War, the comely and respectable vampire is now the mistress of Haven's cleanest and most popular establishment. Always referring to Lady Savrano as if she might return at any moment and reclaim her ownership, Carina fashions herself a well-paid caretaker and maintains a staff of twenty in the running of the three-storied bed & breakfast once called The Sunnyside Up, renamed Starhome (and sometimes even referred to as Diana's House).
Speaker Tabetha Melane-Kirk (Nord mage, age 36; PR2): A talented wizard and devotee of The Radiant Mother, after time on the run and a brief career adventuring, she was inspired northward to the Holy Mountain. Tabetha quickly established herself as an intelligent and capable leader and currently serves as the speaker (mayor) of Haven, largest town in Etheria overlooking the Rayan Falls. Responsible for the well-being of uncounted refugees from former Etherian territory throughout the mountains, as well as a growing number of wayward and even alien settlers collected by the gods and their agents, it's enough to make her want to scream. She has some help, her husband, a few trusted associates, though is always on the lookout for others worth trusting.
The Sun Hag (???): A local superstition around the Holy Mountain, a harpy that gobbles up children and starts fires.




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