Sunteți pe pagina 1din 21

the Wilderlands, a layer of islands that

SYLARRA, the are wild and untamed, bearing the ruins


WINDREALMS of an ancient and magical past
civilization. The lowest layer is the Abyss,
Flames roared as the airship sprang to life. a dark an cold ocean, where the islands
Inside the massive engines, Welkin crystals that fall from above come to rest.
flared with fire magic, pushing the massive
craft up and away from the docking spire. On Adventuring in the Wilderlands is a
deck Captain Odessa shouted to her men as major career for many intrepid glory-
they hoisted sandbags and stabilized fins. Her seekers, and entire organizations have been
destination was Khariid, some four days established for the purpose of doing so.
flight away, and the last time she'd made the Universities study the artifacts of the
trip she'd been waylaid by Al'Ashari pirates. ancient civilization, and unlocking the
This time, she'd hired a few mercenaries to
powers of the Welkin crystals that can be
guard the passengers and cargo, she'd even
found throughout the Wilderlands. The
paid extra for a mage. Being robbed once was
world itself longs for adventure, and there
unfortunate, but being robbed twice would be
a disgrace. Odessa watched as the ground are many ways to find it.
grew further and further away. On the
horizon she could see several smaller islands
floating into view, drifting lazily through the
air. She checked her map, then her compass,
then smiled as the ship picked up speed and
soared away through the skies.

Pirates, airships, kings and regents.


Adventure and ancient ruins, dragons
beasts, tomes of magic and powerful
artifacts. These are the pillars of Sylarra,
a world of islands that drift through the
skies, above a cold and dark ocean. Many
adventures await in this world, from
political intrigue to swashbuckling ruin
delving.

The world is divided into three major


parts, the Surface, where the people and
nations of the world exist. Below that is
even be aware of the nature of their world
at all, beyond where they live.
PART ONE: THE WORLD
The world of Sylarra is divided into three Magic is incredibly prevalent on the
parts. The Surface refers to the many Surface, from the simple folk magic of the
islands that drift highest in Sylarra's Varsonnan continent, the creation magic
skies. There are seven major continents, crafted by the Dynegarians, to the studied
and each continent has numerous smaller and practiced magecraft of the Astral
“child islands.” The major continents University wizards in Gemnia. Even a
remain largely stationary, moving only a small village usually has at least one
small amount every year, while the child person who can cast basic spells, even if
islands may drift significantly (they rarely it's nothing more than healing wounds or
stray far from their parent islands). Land cleaning water.
and territory disputes are often due to
child islands moving close enough to Adventure is central to the world. Few
another nation for them to lay a claim to travels go by without event, and there are
it. The Wilderlands refers to the middle numerous organizations whose sole purpose
layer, where ancient ruins and dangerous is the exploration of the dangerous and
beasts lurk, and where intrepid uncharted Wilderlands below the civilized
adventurers go for glory. The Abyss is the world.
cold and inhospitable ocean at the center
of the world, unexplored by most.

Because of this aerial geography, almost


every nation has some form of air travel,
and these methods are vital to trade,
travel, and warfare. Some nations use
balloons, others use magical airships. The
barbarians of Elkara train giant eagles
that carry them to battle and trade.

Each of the six nations are largely


autonomous, and it's not uncommon for
residents of smaller towns and villages to
never leave their own community, let alone
travel through the skies to another land.
In truly rural areas, the people may not
Aedrynn country holds for them. She is wary of
their growing alliance with Dynegarn,
Government: monarchy
and though it is unlikely that Marrith
Capital: Thronehill
Religion: theism would ever attack them, she remains alert
for any words of danger from her spies
Aedrynn is a pastoral and peaceful there. Aedrynn shares a good working
kingdom that shares its continent with relationship with Elkara, and since
the nation of Marrith, in the south, across ascending to the throne, the Westhelm
a large inland sea. Aedrynn has been ruled family has been invited to the tournament
for nearly three-hundred years by the royal and coronation of their High King
Westhelm family, since King Brant whenever it occurs.
Westhelm took the crown from the
previous rulers in a bloody war known as Aedrynn relies mostly on balloon travel for
the Clash of Red Rivers. They have ruled any trade to other islands. With the aid of
justly and wisely since then, and have minor wind magic and simple sails,
kept border disputes with their southern Aedrynners can move goods from one small
neighbor to a minimum. island to another, usually in caravans of
three or four balloons (each with a crew of
Consisting mostly of flat plains and low four or five). These balloons are somewhat
hills, much of Aedrynn's population resides like small zeppelins, with a large balloon
in small farming communities. The people and side sails, and a basket with enough
of Aedrynn are hard working and humble space for goods, steering mechanisms, and
people, and the land celebrates many even sleeping space for one or two people
festivals, usually centered around the to rest in shifts. Though it may take
planting and harvesting cycle. several weeks for them to travel an entire
route, a caravan's return is often the cause
The current ruler of Aedrynn is Queen for celebration for the town they hail
Elena IV, and she is known to be not only from. A balloon's relatively slow pace
a just and noble queen but a capable means that most of the small islands
fighter as well. As queen, her duties around Aedrynn are inhabited by small
include presiding over the nation's armies, hamlets of shipwrights, gardeners, and
and she has been known to drill with the innkeepers seeking to make a living off the
soldiers in the summer months. Queen caravans that soar by, whether by selling
Elena has negotiated many trade deals repairs or hospitality. A night in an inn is
and treaties with Marrith, and all have a real luxury when you've been aloft for
benefited Aedrynn greatly, though at the several days.
expense of some of the goodwill the smaller
Aedrynn's main export to other nations is
produce and meat. Aedrynnian beef is
considered a delicacy in most nations, and
the vegetables grown in the countryside
have been prized for Gemnian chefs for
ages. Aedrynn imports lots of metal,
especially the military, as Queen Elena
knows that her country's iron is poor and
would rather her people not be robbed of
such a resource simply to feed their largely
standing army. Instead much of the
metals needed for military equipment is
purchased from Marrith and Dynegarn.

Many of the people of Aedrynn follow the


Accord of the Twin Heavens, which has a
fair amount of influence from their citadel
on Dawnlight Island, in the Mariad Sea
to the south. Most towns have a statue
for each of the Accord's divines, the shrine
being tended by a monk or knight of the
church. Larger towns often have a proper
church or monastery, sometimes with
dozens of monks and priests. In the home
it's not uncommon for an Aedrynner
family to thank the divines for their
prosperity before a meal, or to beseech
them for aid in a time of tribulation.
Some Aedrynners may also donate to their
local shrine or temple when they are able.
Marrith wealth in the old noble familes, with
cloaks being passed down as heirlooms in
Government: monarchy
some families.
Capital: King's Bridge
Religion: theism
Much like Aedrynn, many of the pastoral
Marrith is Aedrynn's southern neighbor communities of Marrith have never seen a
on the Varsonnan continent, and a smaller magical airship beyond the balloon types
country by far. Marrith is recently commonly seen in the skies of Varsonne.
recovering from a long period of political While the Marrithan military has several
turmoil, and the current king, Lander zeppelins purchased from Dynegarn,
Argos II, is seen by many as a weak balloons are more common among
option when compared to the war hero his merchant caravans. Marrith's true skill
father Isaac was. He has a long way to comes from shipbuilding, and water vessels
go, though, even to live up to the name of used to move goods across the Mariad Sea
his grandfather, Lander Argos I, whose can charter for incredibly high prices.
rule can best be described as “peaceful but Marrith's coastal cities are among its
grueling.” Most Marrithans are still sore wealthiest, and even its capital of King's
about the land loss they have suffered Bridge is set along the Mariad Coast.
through border skirmishes with Aedrynn,
and it will take a lot for the fledgling King Lander Argos II is still young,
king to win the trust and admiration of a barely in his twentieth year, and many of
people who feel trodden on by fate. his subjects see him as weak and easily
manipulated. Some see it as a smart move
Most of Marrith's land is hilly and with that he's surrounded himself with
fairly poor soil. Much like its northern knowledgeable advisors, while others see it
neighbor, its people live in mostly rural as an easy window for corruption for the
farming towns, with a few larger cities young king becoming a puppet to his
dotting the land. The hills prove excellent ministers. Currently he is doing all he can
for raising sheep and goats, and this to negotiate more fair and prosperous
livestock is one of the main exports the trade deals with Aedrynn, though the
nation has. Marrithan cashmere wool is queen continues to play her advantages
one of the most sought-after commodities hard, likely as a show of power. Nobles
in Al'Ashir, with nobles and merchants from Dynegarn have offered support in the
dying the fabric a myriad of colors. While form of arms and iron, but King Lander
Elkarans mostly utilize furs from foxes and would like to avoid direct conflict if
bears to keep warm, Marrithan cashmere possible.
wool is considered to be the height of
Despite being a small nation, soldiers of
Marrith are known to be hardy and tough
warriors. Every able-bodied child, man or
woman, serves at least one year training
with the army at age fifteen. Because of
this training, Marrithan mercenaries are
sought after for their discipline. Those
showing magical talent are trained by a
special battalion of battlemages, many of
whom go on to become caravan guards for
jobs as prestigious as Dynegarian nobles or
Al'Ashiri princes. The conscription is
mandatory and usually lasts two years,
henceforth with every serving citizen
being available for the nation's defense
should the need arise.

Marrithans, like their northern neighbors,


follow the Accord of Twin Heavens, and
hold similar traditions of prayer and tithe
to the divines. Marrithans who feel the
draw of clergy, due to their more
militaristic culture, are more likely to join
the Order of the Gilded Sun, the Accord's
military arm, tasked with defending
high-ranking deacons, protecting temples
and cathedrals, and roaming the world as
knights-errant to rid the world of grief
and evil.
Dynegarn engines. When reduced with other
minerals, it can even burn hotter than
Government: parliamentary regency
coal. In addition, due to its proximity to a
Capital: Torvent City
Religion: theism highly volcanic mountain range, Torvent
City harvests a large amount of volcanic
Dynegarn is, as a whole, a fairly heat as well. This has applications in
inhospitable land. A large, volcanic steam power as well as metallurgy. These
mountain range bisects the continent, and natural assets give Dynegarn a serious
its northeastern half is largely rock and edge in military and infrastructure
cliffs. This has resulted in Dynegarians technology. Many nobles' and even
being a tough and innovative people, and merchants' homes in Torvent City and its
the nation is a world leader in technology outskirts are heated by steam in the
and military. Airships, firearms, even winter, whether through metal boilers and
many metallurgical techniques used by radiators, or heat directly from the land
other nations are Dynegarian in design. itself.

The most prominetnt feature of Dynegarn doesn't have much arable land,
Dynegarn's inhabited lands is Torvent what suitable farmland is available is in
City, a sprawling metropolis that rests at the south of the nation. Even there,
the foot of the Otun Mountain range and swampland created by the mountain rivers
the mouth of the Torvold river. It is here and streams can make farming a chore,
that Lord Regent Alfons de Jaager rules though it has allowed the farmers there to
the nation, advised by his parliament of grow rice to great effect. Many traditonal
nobles. While any noble can be eleted to dishes in Dynegarn include rice, as well as
the lord regency, in the past two-hundred hardy root vegetables that grow well even
years only those of military background in the rocky soil in the north. Meat is
have been elected. Alfons is no different, largely unheard of among the common
being a respected commander after many folk, though fish is fairly common, and is
skirmishes with Al'Ashiri corsairs and considered a separate food from other
Elkaran raiders. meats in common parlance, which can be
jarring to those of other nations who visit
Dynegarn has access to a unique volcanic Dynegarn.
rock known as powderstone, which can be
ground into a dust that is highly Most Dynegarians are not terribly
combustible when mixed with other religious, but the country as a whole is
common minerals. This powder is used in deeply rooted in its religious symbolism.
many things, from firearms to combustion According to legends, the knowledge of
metal craft was given to the first
Dynegarian smiths in ancient times by
the Great Dragon, Otun, who taught
them the ways of the forge before going
into a deep sleep. The legend goes on that
he eventually became the mountain range
that divides the land. The lava that flows
from the volcanic cracks in the moutnains
is said to be his blood. While very few
Dynegarians take these stories literally,
it's still incredibly rare to find a home or
business without an effigy to the Great
Dragon, be it a wall carving or a simple
statuette, and Dynegarian smiths will
proudly advertise “real coal from the heart
of Otun” as the reason their steel is as
hard as it is.

For a nation with such a heavy lean


toward military innovation, Dynegarn has
a fairly small standing army. Several
battalions of soldiers and a few zeppelin
crews is all they maintain. This stems
both from the fact that they are
technologically superior to the rest of the
world at large, but also because the only
nations who could feasibly stand up to
them (Aedrynn and Marrith) both buy
lots of military goods from Dynegarn in
the first place.
Elkara like wars (those involving two or three
holds or the whole nation) and outside
Government: monarchy
trade must be agreed upon by all the hold-
Capital: Caer Verdann
Religion: ancestor worship lords. Every five years, each lord sends a
champion to a place agreed upon by each
Elkara is a rugged and untamed land, and of them, and these champions battle for
its people are much the same. While many their lands' right to rule the entire nation,
of the old clans have set aside their their hold-lord claiming the title of High
differences, land disputes and family feuds King. The current High King is Eremon
are still often settled by combat. Small Wolf-Runner, of the Lower Plains. His
hamlets made up of two to four extended win and claim to the throne is
families are the norm all throughout unprecedented, as he sent no champion to
Elkara, and the people of the country are do battle, instead showing up in person
hard-working and straightforward. and fighting for his own glory, after the
untimely death of his hold's lord. This
Elkarans are largely considered brutes and action has won him the (somewhat
simpletons by the world at large, but any begrudging) respect of the other lords.
man who has fought next to an Elkaran
comrade knows that few can match the Elkara holds international prominence
tenacity and loyalty of an Elkaran warrior. mainly due to its most important export:
At their coming of age at 14, it's not the teak harvested from its highland
uncommon for Elkaran boys (and even forests. The teak trees there have the
some girls) to head away from home, unusual property of being lighter than air,
armed with only a simple sword and the their roots being the only thing holding
blessings of an ancestor, in search them in the ground. Harvesting this wood
adventure and heroism. While many is incredibly difficult, as the trees must be
return, some of the Freewing Society's tied to the ground and secured before the
most celebrated agents are Elkaran trunk can be sawn. Elkaran teak is sought
fighters, proving their skill and cunning after by almost every nation, as it is
both as guards and mercenaries, and as required for building effective airships. The
competent trackers and explorers of the town of Caer Myrdith has grown
Wilderlands below. prosperous due to its proximity to the
most verdant teak forest. In addition,
The country is divided into six holds, each Gemnian mages have found Elkaran
one presided over by a hold-lord. Each lord longships the most practical design for
runs their land mostly autonomously from outfitting with elemental rings to become
the rest of the nation, but major decisions airships, so in this sense, while their use
of the machines is limited, Elkara is at
the core of airship manufacture.

Elkarans practice devout ancestor worship.


Almost every home has a place set aside
for tokens representing and belonging to
their clan's ancestors. In small homes this
may be little more than a corner in the
main room, but in larger manses entire
rooms may be dedicated to ancestors'
belongings and family artifacts. These
trinkets may be as simple as tools or
jewelry, as well as weapons or armor used
by the honored dead. Before almost every
major event, from a battle to a wedding,
a clan matriarch will importune the
ancestors to guide the family. Some
warriors have even learned to bring these
blessings into battle with them, and
Elkaran warriors are feared and respected
for this skill.
Al'Ashir Most of Al'Ashir's revenue as a country
comes from transport. Al'Ashiri are
Government: affiliated merchant princedoms
almost supernaturally gifted as sailors and
Capital: Khariid
Religion: theism navigators, and the isles' proximity to
Elkara has given them access to plenty of
Al'Ashir is made up of a multitude of sky teak. Their fleet of airships is the
small islands, with each island (or cluster largest in the world (even greater in raw
of islands) being ruled by a merchant numbers, if not strength, than the
house. There are dozens of merchant houses Dynegarian zeppelin armada). Exotic
(scholars familiar with Al'Ashir agree spices and dyes grown on the Al'Ashiri
that at one time there were as many as archipelago are also sought-after
fifty distinct houses), each ruled by worldwide, and the colors and pigments
merchant princes, who have many vassals found in Al'Ashiri fabric are almost
and lower nobles who answer to them, always the height of fashion the world
and the lower castes serve the nobility as over.
laborers and farmers.
One of the largest problems (though the
The first thing one notices about an merchant houses will never admit it's a
Al'Ashiri, besides their swarthy skin, are “problem”) Al'Ashir faces is piracy. It's
the face rings they wear. The placement of not uncommon for one house to send
the rings on the face represent the corsairs to apprehend a rival prince's
merchant house they serve or live under, schooner, and complete the fallen ship's
while the material the rings are made delivery or resell its cargo. While this
from denotes caste. Gold rings are worn by behavior is accepted as “business as usual”
princes, silver by nobles and ship captains, among the houses of the isles, many other
iron by artisans and tradesmen, and nations must be wary of pirates doing the
lacquered wood by the farmers and same to their ships. This piracy has been
laborers, and bone, reserved for the cause of many battles over the nation's
untouchables who perform jobs like history, with Dynegarn having waged a
interring the dead or butchering animals. full-fledged war with the archipelago
Gems or other ornaments may be inset decades ago, resulting in many tense
into rings as a sign of status within a skirmishes and a blockade of the country's
caste, for example many airship captains shipping lanes by Dynegarian zeppelins.
will opt for a sapphire set into one or
more of their rings, or a mage choosing Al'Ashiri schooners are some of the fastest
quartz to help focus his magical energies. airships in the world, making use
simultaneously of sails as well as
elemental binding (usually wind
elementals due to the peoples' association
with the skies and wind). Taking their
design from Marrithan sea vessels and
Elkaran longships, their aerodynaic design
is one of the clearest reasons the Al'Ashiri
are so well-known as sailors.

The Al'Ashiri worship Nasir, the god of


wind and fortune. Nasir is the father of
gales, and all the winds are his daughters.
No Al'Ashiri captain would set sail
without first burning incense as an
offering to the daughters to guide his ship,
and saying a prayer to the fickle and
roguish deity. Al'Ashiri fashion usually
includes flowing, breezy elements like
scarves or loose pants (even among sailors,
who, male or female often forgo shirts
when sailing), though due to working in
the sun all day, many sailors can be seen
sporting headscarves to avoid heat
exhaustion.
Gemnia except in extreme circumstances. Counts
rule over and arbitrate a handful of
Government: loosely connected counties
communities within their range, and these
overseen by a duke
Capital: Soleil counts are overseen by a central Duke in
Religion: none Soleil (who functions as the count of Soleil
as well). The Duchy of Soleil, like most of
Gemnia is a mountainous land, made up of the Counties of the rest of Gemnia, are
rolling hills and verdant steppes, as well hereditary titles, with Duke Andres
as misty mountains and gorgeous vistas. Cosades being the Duke Soleil for the
Gemnia is the island that floats lowest in better part of fifty years. Thoiugh Cosades
the Surface sphere, being closest to the grows older every year, he retains a
wild and untamed Wilderlands. The very puckish youth about him that many
hills and rocks here hum with an attribute to the presence of the Citadel of
untapped energy, and as such it's the Astral Path being located within the
unsurprising that the University of the city.
Astral Path has chosen Gemnia's secluded
hills for its central campuses. The mages at the University of the
Astral Path chose the hilly city of Soleil
Gemnia is largely unrecognized on a global (though they will contend that Soleil built
scale. It has no particular imports or around them) as the settlement for their
exports (though it is known for exotic prestigious and mystical arcane school.
cuisine involving native rodents), and it While no-one has studied this phenomenon
tends to stay out of the intrigue and in particular, it is apparent that the closer
conflict of the outside world. Many of the in proximity one is born to the University,
villages and towns that are found among the higher propensity one has for
the nation's steppes have never even heard mastering the arcane arts. It is
of the Clash of Red Rivers or the Treaty uncommon for anyone from Gemnia to not
of Al'Saraan. The people of Gemnia live at least have some inclination toward
simple lives, and that's how they prefer it, magic, whether it be something as small
though this isn't to say that the as being able to predict the weather, to
wanderlust and curiosity of youth doesn't causing crops to grow more prosperously.
overtake the adolescents of Gemnia from
time to time.

Most towns and regions of Gemnia remain


autonomous of each other, existing as they
will not quarreling with one another
almost made a business out of harvesting
The Wilderlands Welkin stones from the ruins of the
Ancients, to the point that the harvesting
While not a nation in the technical sense, of Welkin stones is one of the primary
the Wilderlands are the largest part of the reasons for entering the Wilderlands.
world as a whole, in terms of landmass.
The Wilderlands is the name given to the There are almost no permanent human
hundreds (possibly even thousands) of wild settlements in the Wilderlands, though
islands that float beneath the Surface. Dynegarn has certainly tried. The lands
Here lie the ruins of the now-extinct there are too wild, the beasts too
Ancients (called such because the name dangerous, not to mention the primitive
they call themselves can't be translated lizardfolk and their king that make their
effectively in the modern tongue), a communities within the trees, mountains,
civilization that existed hundreds of caves and ruins below. The lizardfolk bear
thousands of years before any of the an awful hatred toward mankind, mainly
Surface nations. Astral University and because it was the humans that survived
Freewing scholars believe that once the and thrived on the Surface, while the
world was whole, and the Ancients used lizardfolk were left to fend and evolve in
some great magic to attempt to stop the dangerous wilds below.
what is commonly translated as “the
Others”, a side effect of which was In addition to the lizardfolk and the land
splitting the world, though they do not itself, the Wilderlands are home to many
yet know the reason it would cause the other ferocious beasts. Dinosaurs are the
Ancients' extinction. Apart from the most prominently spoken of, many
floating islands that make up the world, adventures have been cut tragically short
the only remnant of this magic are the by a raptor ambush or stampeding
Welkin stones, concentrated clusters of sauropods. Coming in a variety of shapes
that magic in crystalline form. While and sizes, ranging from docile to
they have been unearthed on the Surface, murderously territorial, dinosaurs are one
they are most often found in the ruins of of the most dangerous denizens of the
the Wilderlands. These crystals are most Wilderlands.
commonly used to imbue magic into items The magical and mechanical creations of
crafted by modern artisans. Welkin stones the ancients are another threat, with
are used for a variety of applications, from things like golems defending their ancient
creating magic items to powering homes to this day, in some cases even
elemental airships. The Freewing Society, being the ruins themselves. More than one
and most other explorer's guilds, have expedition log tells of a pyramid rising up
into a humanoid shape to chase off any
would-be invaders.

Perhaps the most legendary of the


Wilderland's residents are the dragons,
great beasts of various shapes and
attributes, that hoard gold and seek out
Welkin stones and eat them, making them
magically tough and incredibly long-lived.
Dragons are most often found at the
bottom of ruins or the depths of grottos,
where they amass wealth both magical
and mundane. Some are intelligent, some
are instinct-driven beasts, but every young
warrior wishes to slay a dragon for
wealth and glory, though few return from
such ventures alive. Occasionally the
Freewing Society, upon learning of a
particularly ancient and powerful dragon's
lair, will put out a mission to its strongest
members to slay the beast, but this
occurrence is fairly rare.
The Abyss
While again not a nation in the
traditional sense, precious little is known
about the dark ocean that lies at the
center of the world. Few expeditions have
ever been mounted there, and fewer have
returned.
The most notable attempt was by a group
of Dynegarian scientists nearly thirty
years ago. They ventured down using an
armored zeppelin, and after three weeks
with no contact, a rescue team was sent
to find them. The zeppelin had been
destroyed, dashed on an iceberg, and the
crew were found on a small island, hungry,
nearly frozen to death, and each of them
raving mad. To this day none of them are
in a state to tell what they saw, though
they are all kept hospitalized and
observed, in the event that they ever
recover.

Astral University scholars believe that


whatever once lurked in the oceans was
the catalyst that caused the ancients to
use their world-splitting magic, based on
translated ancient records that have been
recovered that seem to depict the world as
one liveable supercontinent on a great
ocean. Research is still ongoing to support
this theory, but after the Dynegarian
attempt, few are willing to mount an
expedition to the dark ocean below.
problem for many.

PART TWO: THE ICONS The Lord Regent of Dynegarn is the


tough and decisive ruler of the
The Icons of the world are the major mountainous country of Dynegarn. He does
movers and shakers of Sylarra. In many not fear going to war with any who
cases these are rulers of their respective would threaten his nation's stability.
domains, in other times they are leaders of
important groups and factions. The Icons The High Oracle of Gemnia, while not a
are the ones who are the movers and ruler per say, is the highest in her order of
shakers of the events that envelop all of witches and seers who guide the people of
Sylarra, their agents and machinations Gemnia. Her magic and connection to the
vying for power among the small folk of planet are great, and her agents are many
the realm. Sometimes these icons are within the wilds.
benevolent and kind, other times they are
dangerous and cunning. Some still have The Merchant Princes of Al'Ashir are the
little regard beyond their personal domain. many sultans and princes who control the
The twelve icons of Sylarra are described archipelago of Al'Ashir, each commanding
below, with more info in the following a merchant fleet of hundreds of vessels.
pages. While they often scheme and plot against
one another, they will work together when
The Queen of Aedrynn is the just necessary, for better or worse.
righteous queen of the nation of Aedrynn.
Her actions can affect the world through The Archdeacon of the Twin Heavens is
the alliances and enmities she keeps. the leader of the Church of Twin Heavens.
Chosen from the studious clergy of the
The King of Marrith is a frail but Argent Moon, he is less aggressive than
determined young lad who wants only to his predecessor, but does not hesitate to
lift his people to more prominence on a send his knights to keep the world just
global scale. While he tries to consolidate and honor-bound.
his power, others may seek to take
advantage of his naivete. The Fallen Witch was once a Gemnian
Oracle cast out for heresy against the
The High King of Elkara is a haughty Mother Goddess. She wishes revenge upon
and fire-blooded man who loves nothing her former sisters, and understands that
more than a good fight, While not ruling a nation is not the same as
malicious, his love of battle could be a destroying it.
The Freewind Commander is the leader of
the esteemed Freewind Society, and as
such has his fingers in lots of things at
any given time. While not malevolent, his
knowledge and contacts are far-reaching
and powerful.

The Red Stag is the commander of the


Sanguine Stag mercenary company. He is
aligned to no nation, and has fought with
and against almost every nation in the
world. Every warrior respects those who
choose to fight under the Stag's banner.

The Lizardman King is the bloodthirsty


chief of the lizardfolk who dwell within
the Wilderlands. He and his people despise
the surface-dwellers, and he bides his time
and holds his power until such time he
can attack.

The Captain of the Leviathan is a pirate


and thief of legend. He and his fleets have
raided and battled Dynegarian zeppelins,
outrun Al'Ashiri schooners, and broken
into Elkaran tombs. A dashing hero to
some and a lawless criminal to others,
they say his ship is powered by Ancient
magic and technology only he and his
crew understand.
Queen Elena Westhelm IV even if their end goal is dubious at best.
One can trust that it benefits the
kingdom in one way or another.
Quote
“My country remains prosperous because I
Allies
remain vigilant. That will not change as
Queen Elena is most allied with High
long as I live.”
King Eremon, and maintains healthy
relations with the Archdeacon of the
Usual Location
Heavens. She has a neutral relationship
Queen Elena can usually be found in the
with Lord Regent de Jaager, and is
Silver Palace in Thronehold.
largely uninvolved with the merchant
houses.
Common Knowledge
Queen Elena is the most influential person
Enemies
on the entire continent of Varsonne, With
While she doesn't see it this way, Elena
Marrith's relatively small political clout,
and King Lander of Marrith are quite at
the decrees of the Warrior Queen can
odds. The Lizardman King is a
make or break the functioning of a realm.
troublesome thorn for Elena, as her
Luckily, Elena is a gracious and benevolent
nations caravans are often raided by his
ruler. As queen of Aedrynn, she of course
flying agents.
looks out for her people first, but she goes
out of her way to see that Marrith doesn't
The Real Danger
get completely shafted on trade deals and
As long as Queen Elena remains a just
negotiations. Unfortunately the actual
and kind ruler, all will remain largely in
effect of this is that Marrith gets a raw
stasis. Should she decide to deal with
deal and Aedrynn remains prosperous...
Marrith in a more decisive and brutal
way, it could be a real problem.
Adventurers and the Icon
Players who are in the service of Queen
Elena are often spies or soldiers, acting for
the betterment of Aedrynn. Her goals are
often ones that benefit her nation,
whether it's an artifact that could give
her country an edge in trade or military
or a bit of information to get the edge up
on a rival. Her missions and tasks are
often fairly straightforward in execution,
King Lander Argos II Allies
Lander's closest allies are Captain Rofier
Rogerson and Lord Regent Alfons de
Quote
Jaager. Lander's reputation with Rogerson
“We won't be trodden on, we won't be the
and his mercenary company is legendary,
whipping boy. Not anymore, if I can help
rumor holds that Rogerson is actually a
it.”
powerful general from Marrith's past,
merely waiting to be called to service
Usual Location
again.
King Lander II can usually be found in
his palace at King's Bridge, or else
Enemies
hunting in the surrounding highlands.
Queen Elena is the most obvious of
enemies, in the sense that Lander actively
Common Knowledge
competes for supremacy on the continent of
It's well-known that Lander is a fairly
Varsonne with her. In additon, Lander
sickly young man, often disappearing once
feels lots of animosity toward the merhant
a month with various ailments. It's also
princes of Al'Ashir, as his aerial presence is
well-known that he's fairly touchy about
enough to get robbed by their corasirs, but
this subject, and has been known to fine
not enough to stand up against them.
or imprison those who pry too deeply into
his personal business. Lander puts his
The Real Danger
country first and has been incredibly
If Lander were to try all-out war against
forward in his negotiations with Queen
Aedrynn, the chaos would be far-reaching
Elena of Aedrynn, and wishes nothing
and could affect the delicate balance of
more than for his hardy but small country
power within Sylarra.
to flourish.

Adventurers and the Icon


Agents of King Lander are often tasked
with seeking information on Aedrynn or
seeking out new ways for the Marrithan
people to utilize the assets they have to
better their own situation. Lander also
frequently hires adventurers to retrieve
goods and payments from those in debt to
him, usually nobles from Dynegarn or
merchant princes from Al'Ashir.
Lord Regent Alfons de Allies
Obviously the Merchant Princes are one of
Jaager de Jaager's primary enemies. He also holds
little care for the Lizardman King. D
Quote
“Though our land is harsh and Enemies
unforgiving, my people have made it their Obviously the Merchant Princes are one of
own. Within them lies a passion hotter de Jaager's primary enemies. He also holds
than the flames within the volcanoes of little care for the Lizardman King. D
their homeland.”
The Real Danger
Usual Location
The Lord Regent is most often found
within the House of Lords within Torvent
City, or else at his estate on a small island
above the Otun Mountains.

Common Knowledge
Admiral Alfons de Jaager began his
military career as a gunner with the
Dynegarian zeppelin armada, and worked
his way up to the commander of a task
force dedicated to protecting vessels from
Al'Ashiri pirates. His success in this
venture led to many other successful
campaigns.

Adventurers and the Icon


Alfons often employs adventurers to go and
handle things outside his purview (or
outside the rule of law). Enemies of the
Lord Regent can expect his most
competent agents to pursue them
relentlessly.

S-ar putea să vă placă și