The main setting for our campaign will be the kingdom of
Albirion. It is a relatively young kingdom. The reigning king, Aldric II, is
only the fourth sovereign in the kingdom’s founding dynasty.
Albirion lies along the west coast of a massive continent,
bordering the Great Sea. To the north are the Grimpeaks, an impassible
range of snowcapped mountains. To the east is the much older kingdom of Leonis. To
the far south is the vast Saralyn Empire. To the west, off the coast of the
mainland, is the island Norbelkyn.
Since ancient times, Albirion had been inhabited by a great
variety of different sorts of people. In the southern lowlands, the Briants
were an ambitious people, giving a great deal of focus to building towns,
establishing trade, and acquiring wealth. In the northern highlands, the Kints
were a more pastoral people, valuing family and a quiet life, but fiercely
territorial. In the deep woods of Albirion dwelled the Grinsfolk, a secluded,
distrustful people who lived close to nature. In the far north, in the harsh
environment of the Grimpeaks, lived the Tulag, a fierce people who were nearly
giant-like in stature.
All of these people worshiped, to one degree or another, the
Three Good Siblings – the sisters Melora and Sehanine, along with their brother
Corellon. These three were deities of different aspects of nature and were also associated with
magic and the fea. The Kints also worshiped a god named Moradin, perhaps a
deified ancestor, who called for his worshipers to demonstrate tenacity, along
with loyalty to family and clan. Alongside the Three, the Tulag also worship
the Raven Queen, a cruel mistress of winter and death.
One hundred years ago, Aldric I was a young lord of the
Briants. However, his mother was a Leonine lady, and she taught him much of the
old traditions of her people. Among these teachings were the tenants of the
Church of Pelor, the god of light. Aldric grew up on tales of Pelor’s exarches,
noble beings that had achieved greatness in their earthly lives and had
ascended to the eternal service of Pelor upon their death. Two that made the
greatest impression were Bahamut, the Platinum Dragon, and Erathis, the First
Queen of Leonis. Bahamut was a champion of justice and righteousness, while
Erathis had famously united disparate peoples in the cause of forwarding
civilization. Distressed by the unending conflict in the land of Albirion,
Aldric determined that he would unite the various tribes into a single nation
under his banner. He would rule this nation by the principles of Pelor and his
exarches.
There was a bloody war with the Kints, but eventually Aldric
won the respect of their high chieftain who swore allegiance to Aldric, thus
uniting their peoples. Skirmishes were fought with the Grinsfolk in their
forests and the Tulag in the foothills of their mountain home. Faced with the
combined might of the Briants and the Kints, these less numerous tribes soon bent
the knee to Aldric as well.
King Aldric declared the Church of Pelor as the state
religion, and all worship of the Three Good Siblings, or practice of the primal
and arcane powers sometimes invoked by such devotions, became punishable as
heresy. Moradin was adopted as an exarch of Pelor to appease the Kints. While
nobody dares to openly worship the Three anymore, the Grinsfolk and the Tulag
still practice the old ways in their secluded homes.
Since the end of the Unity War, the kings of Albirion have
worked hard to build a strong alliance with the kingdom of Leonis. They’ve constructed
a royal castle and a great cathedral in the Albirion capital of Brentlian, both
built in the style of Leonine architecture. They’ve made the capital a bustling
center of trade and commerce. Briant lords have married their sons and
daughters to Leonine nobles in an effort to solidify this connection. Leonine
nobles still regard the Albirion royalty as rustic, country cousins, but their
respect is gradually increasing as Albirion grows in strength and influence by
leaps and bounds with each new generation. Besides, since Albirion possesses
abundant natural resources and a prime location for seafaring commerce, the
Leonine nobles can hardly afford to ignore them.
To the west, on the island of Norbelkyn, the fierce seafaring
warriors called the Nolds have been a thorn in the side of the Kints for time
immemorial. They continue to raid Kint ports and fishing villages, though with
less regularity, since the Kints have gained their Briant allies. In the south,
the Nolds can sometimes be seen visiting Briant port towns as legitimate
traders. The Nolds are tolerated, although there is still much bad blood
between them and the people of Albirion. Not lending anything to their tenuous alliance is the fact that they worship their own pantheon of gods,
chief among which is Kord, a god of storms and battle.
Far to the south is the distant Saralyn Empire. These
dark-skinned foreigners have only recently begun to appear in Albirion, looking
to trade their exotic goods and entertainment. Everyone is suspicious of them,
but none can deny their foreign allure. The Saralyn do not worship deities, per se, but they do make deals with desert spirits they call djinn in order to gain power.
Looking forward to the full experience, so much to work/play with.
ReplyDeleteNice setup, looking forward to the campaign
ReplyDeleteThanks! Same here.
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