Talirean Gazetteer

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Campaign, House, and Variant Rules
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Brief History of Talingarde
Villainous Accomplishments
Adventure Synopsis
The following is a brief glance at Talingarde, from a geopolitical standpoint. The information described here is what any average citizen would know without scholarship; more in-depth understanding requires a Knowledge (geography), (local), (nature), (nobility), or other appropriate check made in character.

Talingarde
"A shining paragon of virtue and law."
Alignment: Lawful good (at least, they think so)
Capital: Matharyn (105,000)
Notable Settlements:
  • Ghastenhall (82,000)
  • Daveryn (59,000)
  • Havelyn (21,000)
  • Farholde (9,500)
  • Aldencross (1,800)
  • Varyston (1,200)
Ruler: King Markadian V, called the Brave, Protector of the Righteous
Government: Religious Monarchy
Languages: Common, Dwarven
Religion: Mitra, the Shining Lord

The Six Regions

Talingarde is an archipelago consisting of more than a hundred islands (though you're unlikely to visit them all, even over the course of 20 levels). The main island (where most of your adventure takes place) can be divided into six major regions, each with their own unique character: The Cambrian Ports, the Heartland, the Borderlands, the Caer Bryr, the Savage North, and the Land of the Yutak.

The Cambrian Ports:
This is the center of the nation of Talingarde and the apex of its culture and power. This region is defined by three great metropolises: The capital—Matharyn—the northern city of Ghastenhall, and the western port of Daveryn. Each of these three cities will receive more detail later on.

The Heartland:
This is where most of the Talirean population lives and works. Seemingly one quaint village after another, this is a land of endless farmlands broken up only by small stretches of well-managed forest. Those who truly understand the nation know that the Heartland is Talingarde's strength—the cities may house its riches and culture, but without the stalwart yeomanry, country squires, and hearty folk of the field, Talingarde would only be a dream.

The Borderlands:
Located between the Heartland and the savage north, this border region represents the limits of Talirean power. Unable to fully conquer the north after centuries of incursion and brutal conflict, it was King Accarius IV of House Barca, called the Architect, who constructed the first version of the Watch Wall. In more educated circles it is still called the Accarian Line. Accarius constructed nine castles guarding the border; later, Markadian I, called the Victorious, would add three more. Whoever controlled these castles could effectively prohibit access to the Heartland from the North.

The Watch Wall was intended to contain the monsters and savages so that eventually the rest of the isle could be conquered and pacified. It was never meant to be the permanent measure it has become, and its success has bred complacency. Why invade the north when the south is so prosperous? The Watch Wall does such a fine job of repulsing the ill-fated assaults of the barbarous humanoid invaders. Thus, today the Watch Wall is little regarded as a pressing military concern. The twelve castles are garrisoned and maintained, but little is done to actually expand Talingarde's borders northward.

The Caer Bryr:
The western frontier of the island is dominated by the massive forest that gives this region its name. Small Talirean border towns flourish in the less-wooded south, but the north remains a land of mists and legends. The Caer Bryr is reputed to be haunted and filled with monsters; there are tales of dragons and ancient evils that still haunt the trees. The only ones who are able to travel here with impunity are the barbaric Iraen, a primitive human tribe that reveres the spirits of the woods.

The Iraen neither revere Mitra nor pay homage to the king, instead preferring their own animistic faith and shamanic chieftains. Worse, in times of hardship the Iraen can be quick to turn to banditry against Talirean settlements; thus, their relationship with Talingarde is strained at best. Still, besides the occasional raid or skirmish, there has never been large-scale warfare between the Iraen and the Talireans.

The Savage North:
Beyond the Watch Wall lies the savage north. Often, this land is said to be nothing but an empty waste of ice and monsters, supposedly sparsely populated by three peoples long demonized or ignored by the more "civilized" folk of the south: The brutal burabar (bugbears' name for themselves), the naatanuk (intelligent polar bears), and the mythical ice elves. Though little is known about the north, this is certain: It is the largest unexplored region on the island. Many a Talirean king has dreamt of conquering the north, but so far, those dreams remain unfulfilled.

The Lands of the Yutak:
This chain of islands is inhabited by the Yutak—short, black-haired humans of darker skin than Talireans. These islands are cold, inhospitable places unsuited to farming or grazing, so Talingarde has left the Yutak to their own devices. Where the southerners see wastelands, the Yutak see oceans teaming with fish and seals. In their one-man kayaks and larger umiaks, they ply the open oceans hunting for fur and blubber. Occasionally, several small bands will unite to hunt a whale. Rarely, an umiak will appear out of the mist loaded with ivory and furs. These Yutak ships will sail into one of the western ports (a few have made it as far south as Daveryn), conduct their business, and then disappear once more. The Yutak never trade for gold, instead prizing steel, leather, spices, and strong drink. Wise merchants keep a stock of steel harpoon heads in case they encounter a Yutak trader who will gladly swap ivory for a finely made weapon.

Few Talireans speak the strange, musical Yutak tongue, and few Yutak understand Talirean common. The Yutak, much like the Iraen of the Caer Bryr, have their own gods and their own way of life. Still, where the Iraen are secretive and xenophobic, the Yutak are a gregarious people. Travelers along the western coast tell tales of Yutak who—without invitation—join Talireans around a campfire. The Yutak share their seal meat and sing strange but beautiful songs even with strangers with whom they share no language, and it is said that if you are polite and share your own food, the Yutak may leave a gift to mark their passing.



Organizations and Institutions

The Knights of the Alerion:
This venerable brotherhood of knights dedicated to Mitra's service was once a minor order. However, during the war of succession, they were the only order to side with House Darius. All the rest sided with House Barca. With Markadian's victory and the elevation of House Darius to royalty, this order has also risen to become the greatest and most prestigious order throughout the land.

To "fly with eagles" (the heraldic symbol of the Alerion is the eagle) is used as a synonym for joining this order. Fiercely religious, all its members must swear oaths of service to Mitra and support the Mitran church. Oaths of chastity and poverty are not uncommon among the more devout members of this order, but are not required. Uniquely, this order of knights does not require noble blood; any commoner who can pass the rigorous tests of membership can become a member. Of course, the overwhelming majority of its members are highborn—how often do farmers train with the horse and sword? Still, some of the most lauded members are common heroes who have answered the call of the Shining Lord.

Nowadays, one could be forgiven for thinking this the only knightly order in the land. This is untrue, of course, but what is undeniable is that the Alerion is the most influential military organization in Talingarde, led by no less august a personage than the king, himself—Markvadian V, called the Brave, is the highest-ranking member of the Knights of the Alerion.

Sacred Brotherhood of the Gryphon:
The other major order of knights in Talingarde, the Brothers of the Gryphon are actually a coalition of older orders that banded together after their memberships were shattered in the war of succession, eighty years ago. Largely secular, their order requires no divine oaths to join; they do, however, require noble blood. Since the war of succession and their pardon by the Victor, the Brotherhood have proven their loyalty to Talingarde again and again: Numerous Brothers have served as commanders on the Watch Wall, and they have held every possible military position of any prestige. Still, today there is no doubt this is an order in decline. Led by Lord Vastenus of Barca, the king's most trusted commander, there remains some envy amongst the Brotherhood of the great prestige the Knights of the Alerion now enjoy.

The Church of Mitra:
If there is any local organization that may rival Talingarde's royal house in power, it is the Church of Mitra. There is no community of any size that does not have at least a church house and a single priest of this religion. They are involved in the daily lives of the peasants like no other group—every birth, every death, every marriage, and every festival is presided over by a priest of Mitra.

Overwhelmingly, the church is seen as a force for benevolence throughout the kingdom. Has there ever in history been an organization with such power and influence, and yet was so untroubled by corruption? This is not to say the church has not had its scandal: Priests who indulge their vices; bishops who misappropriate funds for personal gain; cardinals who use their office for power instead of holy work—these happen. What makes the Church of Mitra so remarkable, though, is how rarely they happen. The servants of the Shining Lord are implicitly trusted by the people of Talingarde, and for good reason.

Led by the High Cardinal Vitalian of Estyllis, the church is experiencing a zenith of influence and culture. In Matharyn, the kingdom's capital, the great Cathedral of the Sanctum Solaris has just been completed. Its soaring frescoes and magnificent statuary are without equal on the isle.

The Blessed Order of St. Macarius:
This monastic order has dedicated itself to healing the sick and relieving the suffering of the people, thus following in the footsteps of their founder, Saint Macarius the Mendicant. They do this without charge or any expectation of repayment, earning them the gratitude and love of all Talireans. Further, in times of war, the brothers of this order accompany the army into battle—healing both sides, they do their best to minimize the loss of life. There are even tales of these monks healing bugbears who attacked the Watch Wall, in hopes that these acts of kindness will eventually lead the shaggy invaders to reconsider their violent lives.

This order has another claim to fame: Most of the clergy who follow Mitra will never cast a single divine spell; most priests, though they worship the Shining Lord, are not direct channels for his will. Of the rare priests who can actually use divine magic, however, the overwhelming majority are members of this order.

Their leader prefers to remain anonymous, but is doubtless housed at the Monastery of St. Macarius, the order's central base of operation the site upon which it was founded.



Nine Places of Legend in Talingarde

The Lost Island of Taane-Thak:
The Yutak tell a tale of a lost island, surrounded by dangerous rocks in the far north. The island is supposedly home to a tribe of frost giants, led by a powerful sorceress known as Taane-Thak ("She without Mercy"). Thanks to a curse lain upon them by Talirean wizards centuries ago, the frost giants sleep in their hidden halls of ice, appearing now to be little more than frozen statues.

If someone could brave the breakwaters of the island and unravel the ancient wizards' riddles, it could be possible to free Taane-Thak and coerce her into servitude. Can you imagine servants more powerful than vengeful frost giants and their merciless ice queen? But can you likewise envision servants more fickle and likely to betray you?

The Barrow of the First King:
Somewhere in the south, long lost and forgotten, is the barrow of the first Talirean king, even his name gone from history. He reigned centuries ago, when the first settlers came to the island. Still, he was said to be a great ruler and was buried with the wealth of his ancient kingdom.

Surely this must be a legend. How could the barrow have gone so long undiscovered? Still, if it could be found, it was said that the First King revered many gods and kept powerful relics to remind him of their power. If that is true, then among his treasures could potentially be a relic consecrated to Asmodeus...

The Children of the White Spider:
The Iraen tribesmen of the Caer Bryr whisper tales of a lost valley in the heart of the trackless forest, inhabited by giant spiders wise enough to speak. These spiders call themselves the Skis’raal, and though they are not evil per se, they are utterly alien and hostile to any who invade their hidden domain. These spiders are fanatically devoted to a female priesthood of white spiders capable of using strange magicks. Supposedly, these sisters worship a mysterious demigoddess known as the Queen in White.

The truth of this legend is only conjecture—it is one tale among many told to frighten Talirean children. Still, if the Queen in White could be found, it is cryptically whispered that whomever controls her blood controls her brood.

The Meadhall of the Ice-Elven King:
A powerful elven lord, tales relate, dwells somewhere in the savage north. Supposedly, if one can find his hidden meadhall, they will find a true refuge amidst the endless snow. The lord, it is said, is a kindly soul who eagerly trades space in his haven for a fine tale. Perhaps he would trade treasure or power for something of greater worth.

The Lost Ansgarian Mine:
Today, the dwarves of Talingarde maintain precious few strongholds in the great Ansgar mountain range that runs the island's length. They prefer to dwell in the cities of men, where food is plentiful and the weather more forgiving. Still, once upon a time the Ansgar mountains were home to a thriving dwarven culture—now all but forgotten.

The stout folk's tales speak of a secret mithral mine their kings guarded so jealously that none were allowed to enter there unless they submitted to powerful magic that erased memory of its location. Thus, when the last dwarven king died, heirless, centuries ago the secret of the mithral mine died with him. Still, there are dwarves in Ghastenhall and Matharyn who claim to have royal blood in their veins—perhaps immune to the amnesiac curse and able to rediscover the priceless lode.

The Ice Troll Forges:
In the savage north is rumored to live an ancient tribe of ice trolls, the degenerate remainder of a once much greater troll civilization. These smiths are said to work strange, rare metals and craft magicked treasures they trade with the burabar. Led by a great king named Sigarth Iekenhart, they value mithral (or "ice-steel," as they call it) above all other ores.

The Sunken City of Aath-Aryn:
Aath-Aryn, it is said, was once the sister to another ancient city. However, its last king, in his arrogance, mocked the god of the sea, and the city was smitten by a great tsunami and a powerful earthquake that drove it beneath the waves. Now the lost city is merely a children’s tale remembered only in a nursery rhyme:

King Hoopa Loopa said to the sea:
Aath's not afraid of you! Are you afraid of me?
King Hoopa Loopa—silly, silly he!
He got dragged down to the bottom of the sea!
King Hoopa Loopa said to the sky:
Don't let me drown! Can you teach me how to fly?
King Hoopa Loopa—silly, silly guy!
Seven miles out and never, ever dry!

The Wreck of the Dawn Triumphant:
When a Mitran religious artifact was discovered on the mainland, the church immediately arranged for its transport to their cathedral in Matharyn. The church fathers contracted the merchant vessel Dawn Triumphant, owned by a pious sea captain. Alas, just before the entrance to the Cambrian Bay, the ship is said to have struck a reef and sunk to the bottom of the sea with all hands—and cargo—aboard. The Cardinals of the Mitran faith have offered exorbitant sums to anyone willing to brave the treacherous waters and reclaim the relic, but so far have found no takers.

The Holy Caverns of the Naatanuk:
Of all the intelligent races that dwell on Talingarde, the Naatanuk might be the most misunderstood. Regarded as monsters by the Talireans, these intelligent polar bears are often assumed to be slaves or trained beasts in service of the burabar. They are said to have an ancient druidic tradition, and it is in their hidden caverns that the rites and religions of their people are carried out. It is also here that their greatest treasures are stored—of course. It would be only the boldest of thieves who would dare violate these sacred caverns (if they even exist) and discover what the Naatanuk have labored so long to keep hidden from the two-legs.