The north nation of Gylandria is actually 2 nations. Before it was conquered by The Kellian Empire it was actually two nations – Dawic in the north and Wefeld in the south. The always practical Kels united it to one territory and built the city of Heawold in it’s center to act as Capital.
The Kels gave control over the land to the warlord who conquered it in their name – their line is know as House Rogarvia. The Rogarvians kept their control after the empire crumbled, until one night in 1071 in which every member of the house disappeared. House Surtova replaced them on the throne.
Population: 95,000 – Human:82%, Dwarves 7%, Half Orcs 5%, Draconic 4%, Others 2%.
The people of people of Idrin are roughly divided to two groups – the people of Dawic are hard and rouged fold shaped by the tough land they inhibit. The people of Wefeld on the other hand are free spirited folk with strong sense of independence.
Government: Idrin’s lords belong to several big houses that divide the land between them. The king in Heawold is the supreme ruler, but his dominion over the houses is limited, especially in the Wefeld. Some of the houses still think of the current king as an usurper.
The history of Idrin is actually the history of two lands, Dawic and Wefeld, united into one by force. Dawic, the northern half of the nation, has been sparsely settled for centuries. Numerous small villages cluster on the southern shore of the Lake of Mists and Veils and in the foothills of the mountains to the east. With the land too rocky and cold elsewhere for proper farming, the people of Dawic survived on a combination of fishing and raiding—the most successful tribes even venturing across the great lake to sack settlements along its western or northern shores.
Wefeld, south of Lake Reykal and the Gronzi Forest, is quite different than Dawic—a vast stretch of rolling hills and grasslands fed by the East Sellen River and its tributaries. Taldan colonists settled this area centuries ago under the leadership of Baron Sirian First, who became Sirian Aldori, first of the Aldori swordlords.
The Kellian Conquest: In 358 TR, the Kellian who until that time ignored that remote area, grew tired of the attacks on the trade route and bargained a deal with one a human warlord named Choral Rogarvia to conquer it in their names. He commanded a considerable force of barbarian tribes along with Draconic sorcerers lent by the Kellian council. Lord Nikos Surtova of Dawic met with the Conqueror on the shores of the lake under a flag of truce, and there the two men worked out an agreement whereby Dawic would surrender its land and people to the Conqueror but the Surtovas would retain their power and wealth, serving the new ruler as stewards and duly sworn vassal lords.
The Aldori swordlords of Wefeld, with their history of resisting bandit raiders, were not so willing to bend their knees to a foreign conqueror. They immediately rallied for war and secured their strongholds south of Lake Reykal. Yet the fractious swordlords were no match for the discipline and tactics of Choral’s forces. By the time the survivors of the war against the warlord were able to unite in a last assault, they believed they had cornered part of Choral’s force in a narrow mountain valley. When the swordlords entered, the warlord unleashed his greatest weapon—the draconic fire sorcerers. The devastation inflicted by them upon the swordlords was the final blow, and with this fiery defeat Wefeld pledged itself to Choral the Conquerer as a way to save its traditions from eradication.
The Vanishing: Choral sat only briefly on the throne of the new nation he forged, soon leaving his family to rule in his name. For almost seven centuries, the Rogarvias held the Ruby Fortress and ruled from Heawold, pacifying minor uprisings and rebellions, and working to weld two disparate lands into one. Under Rogarvian rule, the nation came to be known as Idrin and grew into a significant northern power. Yet even the greatest of dynasties do not last forever. In the middle of winter in early 1071 TR, every member of House Rogarvia vanished without a trace. Rumors flew of palace coups and sinister plots, but it quickly became clear that what had occured was something altogether stranger than a mere rebellion. There was no evidence of foul play or struggle within the royal palace, nor in any of the noble villas owned by the Rogarvias throughout the land—the nobles were simply gone, leaving empty manors scattered across Idrin. A brief period of chaos and panic followed, but by the end of the year, the Surtovas had made their move. Citing their age-old ties with the Conqueror’s line, they were quick to seize power in Heawold and extend their reach across Idrin. With all of Dawic seemingly backing the move, Wefeld (whose standing army and defenses had increasingly shifted north during Rogarvian rule) had little choice but to bend its knee again. Today, King Noleski Surtova holds the Ruby Fortress and the Throne, yet it remains to be seen how long he can maintain this rule over a kingdom growing increasingly fractious.
Although Indrins make it a point to honor all faiths, three hold particular prominence among these hardy folk. Although worship of Animals is not uncommon in far-flung rural areas, and cults of Madness have a tenacious ability to endure all manner of cleansing crusade, the following three religions have the greatest influence over life in Idrin.
Law: The Master of the First Vault is the unifying religious power in Idrin, favored of the Idrin at a Glance Idrin’s government is a heredity monarchy ruled by a king, although many (particularly those dwelling in the southern region known as Wefeld) privately contest the current king’s right to rule. merchant and tradesman class, as well as those nobles more interested in prosperity through trade and the rule of law than the iron fist of battle. Temples of Law are places of judgment and trade, and the bearers of his golden key are often invested as neutral judges or arbiters.
War: The faith in Iron speaks to the needs and interests of the nobility of Idrin: strength through force of arms and prowess in battle. The household priests of the great keeps and strongholds of the land are ironclad followers of War, wearing their red tabards and swinging iron censers heavy with pungent incense.
Repose: The divinity of the common people of Idrin, more concerned with cultivation, birthing, and harvesting than wealth, and less involved in the outcome of battles than in the repercussions of the corpse-strewn fields they leave behind. Inhabitants of scattered villages are far more acquainted with the local bone-thrower, midwife, and black-clad mortician-monk than they are with the splendid clerics of Law or War.
Idrin northern border is the Askelsetr Glacier. In the east it’s the cold Arvarfell Sea, on the west the Geitty river. The king in Heawold claims that the kingdom’s southern border is the Dorastir mountains, but in fact there is little to no population south of the Aberth highlands.
The northern part of Idrin, the land called Dawic is a harsh rugged land of hills and valleys with abundant lakes and small streams. It is cold in the summer and snowy in the winter, the temperature drops way below zero. There’s abundant of mine for metals and jewel, so the few town in the area mainly produce services to the miners who risk the harsh land. Not a lot grows on the rocky land, the people mostly live of fish and sweet water plants that grow in the lakes.
Compares to the Dawic, the southern country of Wefeld is a gentle and fertile place of grassy plains and rolling hills. Watered by the lake and rivers, Wefeld’s soil is better suited for farming, and the mountains and forest help to blunt the worst of the storms that roll down off of the Glacier. Still, Wefeld is known for its chill winters and its long, slow, and muddy spring season. Wefeld is relatively poor in minerals, so most construction is of wood, supplemented by local fieldstone. A few great structures, like the Ruby Fortress or the Bulwark of War in Heawold, are built with imported stone, but otherwise even the great manor houses are built mainly of wood.
Idrin is a place where you can travel for days between small villages, to say nothing of the long journey between larger strongholds of civilization. These places tend to huddle in the shadows of the mountains, and along the shores of the rivers and lakes, leaving the lands between dotted with small settlements making their way as best they can.
Heawold: The Kels established Heawold to easily rule both remote countries. It remains the center of political and economic power in the land, in spite of the recent upheavals. Of particular importance is Heawold’s place as a trading city, carrying goods to and from Idrin along the East Geitty River and the major trade roads that meet here along the shores of Lake Reykal. Heawold earned the nickname “The City of Wooden Palaces” for the abundant use of timber to build everything from walls and houses to mansions and forts. Even some of the city streets are “paved” with planks laid in the near constant mud from the snow and slush. Raised wooden sidewalks are common in the wealthier parts of the city, allowing people to walk up out of the mud as much as possible. The only great stone structures of the city are the Ruby Fortress, the seat of power to the crown of Idrin, and the Bulwark of War, Idrin’s greatest temple to the Lord of Iron. Fire, like that which destroyed Old Heawold, remains a constant threat, and the city relies heavily on the services of volunteers aided by local spellcasters to put out the handful of fires that occur each winter.
The second largest city of Idrin, and the long time capital of Wefeld. It is technically under the rule of the throne in Heawold but in fact it holds little allegiance to it – and prides itself by holding it’s long time traditions dating before the Kellian conquest.
The Golushkin Mountains are home to Dawic’s greates concentration of natural resources, as the peaks sit upon deep veins of iron, nickel, copper, silver, and tin, along with some other useful or precious ores. Humans like the Surtovas showed little interest in mining these riches, particularly since the Golka clan of dwarves were already doing so. House Garess established trade with the mountain dwarves, building a reputation on metalworks and a stronghold in the defensible mountain lands.
The Gronzi Forest: The dark expanse of the Gronzi Forest is simply “the Forest” to the people of Idrin. It extends from the highlands of the Icerime Peaks to the shores of Lake Reykal, forming part of the old border between Dawic and Wefeld. Although technically the forest belongs to the Idrinic crown, hunting and even woodcutting is largely unregulated around its outskirts, particularly in the western reaches. The stretch of forest nearest Heawold was largely cleared generations ago for the wood to rebuild and maintain the city, and Idrinic woodcutters must delve deeper each year to meet their needs. Although there are many tales of the hazards of the deep forest, the most recent stories are of human origin. A mysterious bandit chief known as Duma the Sly (CG male human ranger 5) has led raids on merchants, travelers, and tax-collectors near the bounds of the forest. He and his band are known for their ability to strike without warning and vanish just as quickly into the greenery. Duma is no friend of King Noleski Surtova, but the common folk love him for his generosity, and therefore aid him in evading royal sanction. Tales claim Duma is everything from the
son of a wronged some nobleman, a fey-blooded trickster, or the lost rightful heir to Indrin’s throne .
The Icerime Peaks wall off most of Idrin from the . Their heights are perpetually covered in ice, even in the summer months, when cold rivers tumble and cascade down their sides, forming towering waterfalls and clear mountain lakes. The late
spring thaws open what passes there are through the mountains, although few make use of them. Skywatch is by no means the only ancient site in the Icerime Peaks. Tales tell of half-buried entrances to mountain dungeons, some of them outposts of old Iobaria, others even older. Some of the ruins are said to be haunted by the chill shades of soldiers or miners who perished there, still guarding whatever treasures they found in life.
Port Ice House Surtova’s ancestral lands extend from Port Ice, a settlement that has shifted increasingly inland, like its masters. Although connected to the lakeshore villages by a reasonably well-maintained road, Port Ice is locked behind its walls for much of the cold winter months, visited only by sled and the occasional foolhardy traveler. The rest of the year, the city is open to stockpile all the supplies needed for the next season. The White Manor is the Surtova ancestral seat, currently in the care of King Noleski’s uncle, Domani Surtova (N male human aristocrat 4/warrior 1).
The Wefeld Plains: The region of grassy plains and rolling hills to the east of the Geitty and south of the Gronzi Forest are the heart of Old Wefeld, dotted with farming towns and villages with a mixture of Dawicn and Taldan heritage and manners, but with more of an emphasis on the Wefeldic descendants of the original Taldan colonists. Although close to the capital of Heawold, the Wefeld Plains harbor some simmering dissent against the crown, the man who presently wears it, and the very idea of Idrin as a unified nation.
Skywatch High in the northern Icerime Peaks is a city built around an ancient observatory discovered by the Surtovas centuries ago in the early days of Dawic. In spite of its apparent age, the observatory is perfectly preserved, maintained by a powerful, lingering magic. The same night House Rogarvia vanished, Skywatch sealed its gates, and the walled city has allowed no one to enter or leave since, not even couriers or supply caravans. Messages and envoys sent to Skywatch have been ignored and none are known to have left. Even divination magic cannot
penetrate its walls to discover what is going on within, or even if anyone there is still alive.
The Valley of Fire: In the southernmost Icerime Peaks lies the mountain valley where Aldori rebels fought their last battle against the forces of Choral the Conqueror. They were lured into the valley with the hope of cornering Choral, but instead found themselves in a trap when the Kels and their Draconic armies bathed the valley in fire, wiping out the men of Wefeld. To this day, the Valley of Fire is an infamous place where life refuses to return to the blackened and melted earth, said to be haunted by the tortured shades of the men who died here, seen in the night as fiery shadows with a burning hatred for the living.
Small Village on the Southern Wefeld road.