Heortland
by Jörg Baumgartner
The kingdom of Heortland is located in the magical world of Glorantha,
on the southern coast of its northern continent Genertela. It is one of
six major sub-kingdoms of the Holy
Country, a theocracy led by an immortal Godking.
Description
The eastern region of the Holy Country is called Heortland, after the ancient
hero-king who led his Orlanthi people out of the Darkness into the Silver
Age (in less fortunate regions called Grey Age) which preceded the Dawn.
Originally a term for all the Heortling (Orlanthi) lands of Kerofinela,
the modern Heortland is restricted to the land southeast of Dragon Pass.
The western border of Heortland is formed by the Mirrorsea Bay. White
cliffs up to three hundred metres high overlook a stretch of marshland
and dunes interrrupted by the wide mouths of the five rivers of Heortland
which have cut deep gouges into the plateau, effectively dividing it into
separate peninsulas. The plateau is mostly flat, with only low rolling
hills brought here by the Glaciers of the Darkness. The land is as densely
settled as Orlanthi agriculture allows, sometimes even denser where the
heavier western plow has found acceptance. Few forests survived the millennia
of plow and axe.
The further east one comes in Heortland, the rougher the terrain grows
as one enters the foothills of the Storm Mountains. Already twenty miles
inland from the Royal Highway connecting the plateau cities forested hillsides
enclose still fertile valleys. Sheep graze the rich pasture, and wealthy
farmer clans control the valleys. Higher up in the foothills farmland becomes
sparser as the land gets rougher. Finally the high valleys of the Storm
Mountains allow only little farming and herding. The craggy peaks of the
Mountains serve as the eyries of the Wind Children, winged humanoid descendants
of the lesser Storm Gods who have inhabited these mountains already in
Godtime.
The cities of Heortland dominate either the coastal stretch or the
lowland plateau. Each (with the exception of Mt. Passant) is located at
one of the rivers, the inland cities usually just above the navigable part.
The northern part of Heortland is formed by the Marzeel Valley, a steadily
rising lowland between the Shadow Plateau and the Storm Mountains, with
many rolling hills roughening the terrain as the land rises to meet Dragon
Pass. The eastern portion of the Valley is covered by the Troll Woods,
a forbidding dark forest of predominantly fir trees which has been the
home to trolls since the Darkness, whereas the western part is fair farmland.
The culture of Heortland is mainly Orlanthi.
Inhabitants
Most of the land is firmly held by humans of Theyalan origin. There were
several significant waves of immigration from the Genertelan west, but
since those people share the Wareran race with the Theyalans little of
this is evident in people's appearance. The non-humans of Heortland live
mostly at its fringes - newtlings and a few durulz (ducks) live on the
coast and river mouths of the Mirrorsea Bay and the Rozgali Sea; trolls
dwell in the darkness of the Troll Wood; scorpionmen and other chaos creatures
inhabit the inner Footprint, wind children have their eyries among the
peaks of the Storm Mountains in the east. Offshore live ludoch and sea
trolls. There are no significant groups of dragonewts, mostali or aldryami
in the land.
The human population concentrates on the lowland plateau, and thins
out the further up the mountains or into Dragon Pass one gets.
Culture:
Theyalan. The original Heortling culture was the seed for the Orlanthi
culture, and was spread across Genertela by the Theyalan missionaries of
the First Age. In the course of history, the general Orlanthi culture (and
religion, the two of which are inseparable in Glorantha) underwent some
drastic changes. Modern Heortland is peculiar in having resisted some of
these changes quite successfully, which sets it a bit apart from other
Orlanthi culture.
There were, and are, numerous outside influences, some of which helped
set Heortland apart. Most notable are the general Kethaelan culture, with
particular influences from the other Sixths, and the western culture of
the Malkioni. The cities of Heortland have attracted immigrants (craftspeople
and merchants) from all over Kethaela, who brought their believes and their
customs with them. This has made the cities almost cosmopolitan centres
within a mostly Orlanthi countryside.
Heortland has more or less direct borders to three of the other Sixths.
To the south lies God Forgot, a
strange atheist culture in the middle of theist Genertela. They adopted
Western influences early in their history when they accepted a stray group
of refugees from Brithos (the now lost home-country of western culture,
the former Kingdom of Logic) as their leaders, along with their potent
sorcery. The Theyalan people of God Forgot adopted the Brithini caste system.
In the Second Age, the Jrusteli merchant-conquerors found this culture
a fertile ground for their new philosophies, and when they constructed
a great machine to rival the gods of the surrounding peoples, many adherents
of that special philosophy found their way into that land. Finally, after
the Closing of the Oceans, merchant-knights from Ralios opened an overland
trade route between Kethaela and the West, and many of them settled in
the border region between the Orlanthi kingdom of Heortland and God Forgot.
That border region has always been contested between Heortland and God
Forgot. Neither side ever rescinded their claims on the land between the
Martof River and the coast, around Mt. Passant, and it changed its owner
many times. However, after the Heortland Civil War the kingdom of Heortland
succeeded to conquer all of that land around 1370 and managed to keep it
until the onset of the Hero Wars. Nonetheless there is a definitely God
Forgot influence in this part of the kingdom, which shows in architecture,
agriculture, language, and creed.
To the north of Heortland lies the troll-inhabited Sixth of the Holy
Country, the Shadow Plateau and the adjoining Haunted Lands (IMG the lands
north of the Dammed Marsh, but south of the Crossline). There the interaction
between trolls and Orlanthi humans produced the Kitori tribe, which consists
of both trolls and humans who share their darkness believes. Other Orlanthi
inhabitants of that region have resisted the darkness influences, but some
peculiar customs there are certainly related to the long period of Kitori
dominance in those parts.
Off the western shore of Heortland lies the Rightarm Island archipelago,
which is inhabited by human fisherfolk and Ludoch merpeople. The human
fisherfolk dominate the Mirrorsea Bay, and have settled all around it,
including the shores of Heortland. They have given coastal Heortland a
maritime orientation, and their language has influence the coastal dialect
strongly.
While Esrolia is no direct neighbour of Heortland, the sheer number
of its population has made Esrolians quite common among the foreigners
who settled in the kingdom. Their female-dominated culture prefers to keep
low profile in the comparatively patriarchalic Heortland, and tends to
blend in quite well in most other matters. Of all the Sixths, only Caladraland
fails to have a greater cultural impact on Heortland.
The perhaps most important outside influence on Heortland is the impact
of the Western culture. Already during the Second Age the Western Empire
of Sea and Land managed to erect three cities in Kethaela, one of these
between Esrolia and Heortland. Their God Learners investigated (and to
some extent changed) the religions and myths of the native peoples, but
except in the Machine experiment, did not try to impose Western philosophy
on them. Their demise in Kethaela came when the Machine experiment started
to rival the gods, and was wiped out by a coalition of all the religions
of the region. The curse of the Closing less than a hundred years later
prevented them from returning in strength.
After the fall of the God Learners, Ralios emerged as the first centre
of Western culture in the Third Age. The nobility of the Safelstran city-states
engaged strongly in merchant ventures into the east, and established a
chain of castles through the savage lands of central Maniria to the riches
of Kethaela.
Languages:
The commonly spoken language, Heortlander, belongs to the Manirian subfamily
of the Theyalan languages. It is also spoken (in various dialects) in Old
Sartar.
Heortlander is closely related to the other Kethaelan languages. The
transition to the dialects spoken in North Esrolia is gliding. Caladrian
and God Forgot use many non-Theyalan loan words, from Firespeech in Caladraland,
and from Old Western in God Forgot. Islander is quite similar.
Since Heortland used to represent Storm in the elemental scheme of things
in Kethaela, it has a lot more of - mostly archaic - terms from Stormspeech,
the language still spoken by the Wind Children of the Storm Mountains,
compared to other Manirian Theyalan languages. However, cultural exchange
often starts with linguistic exchange, and there are numerous dialects
which have developed in secluded areas or have adopted different influences.
The various dialects spoken in the Volsaxi Valley tend to use archaic
Stormspeech expressions more often than most other dialects. Volsaxi are
also accused of speaking a broad accent, and to speak (and think) slowly.
The Kitori dialect has taken in more Darktongue elements than any other
Orlanthi language. Kitori speakers tend to sound gruff, use much variation
in volume, and have a habit of inserting sometimes meaningless, sometimes
important grunts, similar to trolls darksensing while they speak.
The Karse (the lowland, and barony, along the lower Marzeel Valley)
speaks a creole similar to urban Kethaelan, with many Esrolian and Islander
infuences.
The Coastal Flats speak a dialect of either Islander or Heortlander
with strong influences of the other language. Speakers of this dialect
often pronounce their language nasally. Sentence melody goes in calm waves.
The Plateau dwellers mostly speak the Hendriki dialect, considered the
most common form of Heortlander. This dialect betrays its mountain origins
now and then, and has taken in many Western expressions, and some Western
turns of grammar.
The foothills have many local dialects, which can be categorized along
the River valleys, at some rivers all the way to the river mouth.
The southern Plateau around Mt. Passant has taken in even more Western
than the Hendriki dialect, owing to many God Forgot natives and Ralian
immigrants.
The Border Marches in southwestern Prax have few own dialects. Instead,
the scattered settlers hang on to the dialects they spoke when entering
the land, or if they have been around for longer, a jargon borrowed from
the mercenary companies stationed at Knight Fort. They speak with a throaty,
often hard to understand accent. The Oasis people who live among them have
a totally different language, and neither Praxian Beast Riders nor Pol
Joni cattle bastards have much peaceful contact with the borderers. Some
families still speak some Ralian language at home.
Gouvernment:
The High King of Heortland, traditionally of the Hendriki tribe since Arkat
liberated the land from Palangio the Iron Vrok, is the nominal ruler of
all the peoples east of the Mirrorsea Bay and the Shadow Plateau, but in
reality only the southern part of Heortland is under his direct control.
The lowland people of the Plateau are very civilized, and some have been
thoroughly westernized. The Hendriki tribe was put into rulership after
the reign of Palangio the Iron Vrok, and they have been friendly to Western
influences ever since. Unlike the small tribes in the tradition of the
Orlanth Rex cult which are predominant in most of the Barbarian Belt, the
Heortland Orlanthi have formed clans of a size comparable to Alakoring's
tribes which only rarely formed into greater cooperations below the common
kingdom.
Since the Aeolian Church's rise to pre-eminence among the Hendriki nobility
and upper class, the kingdom has been organised in western style feudal
territories. Three duchies form the administrative backbone of the kingdom,
roughly separated by the Syphon River and the Martof River. They are subdivided
into shires lead by ealdormen in lowland rural areas, eorls in the city
shires, and powerful clan lairds (comparable in power to tribal chieftains
in Sartar) in the foothills. The shires, at least in the lowland, are subdivided
into hundreds, districts of one hundred hides. In the foothills this subdivision
is neglected, and organisation is dictated by the terrain.
The nobility is mostly hereditary, but there are no generally accepted
rules for inheritance, and besides noble heritage a candidate for ealdormanship
or similar posts needs the approval of the folkmoot, even in Hendriki lands.
Only in the duchy of Mt. Passant inheritance sometimes overcomes acceptance.
Taxes have taken over from the king's feorm, back when the king did
not have a permanent seat but travelled from clan to clan with his companions
and household, and was fed and supported by the people. Nowadays the king's
reeves collect the amount necessary to support the imaginary royal train,
in addition to the tithes to the local nobility and the temples.
Religion:
The main religion of Heortland is the religion of Orlanth and Ernalda.
This worship is subject to strong local and regional deviations. Most of
the farmers are content in the worship of Barntar the Plowman.
There is a strong western influence in Heortland, which manifests in
several ways: the native henotheist Aeolian Church of Heortland, and various
other Malkioni faiths held onto by more or less recent immigrants. Strongest
among these are the Rokari, whose bishop sits in Nochet.
The Aeolian Church of Heortland is
a hybrid of Orlanth worship and Malkionism. The church fathers claim that
their creed had been brought to Heortland by Arkat and the Lightbringers
who had returned with the Liberator. The Knowing Companion of Harmast,
leader of the lightbringers, had taken the nom-de-guerre Aeol when he studied
with the wizards accompanying Arkat in Ralios, and he was following a revelation
from Malkion that Orlanth was the Creator reborn into the world.
Adherents of the Aeolian faith worship Orlanth and his associates as
well as Malkion, Hrestol and a number of Malkioni saints. They say that
all worship of these divine or saintly beings is worship to the Creator,
and Creation. They have access to the divine magics of Orlanth, but they
use the wizardrous arts instead of the common magic which is taught by
the traditional temples.
The church is strongest among the Hendriki tribe and the urban citizens
of Heortland. It shares the holy places with the traditional Orlanthi religion
in the cities as well as on the flat part of the Heortland plateau. Among
the hill clans the church is practically unknown, and practitioners of
the wizardrous arts are eyed with some suspicion, though no outright fear.
Even there, the occasional worshipper of Orlanth the Wizard can be found
as a subcult of traditional Orlanth worship.
The duchy of Mt. Passant sports more immigrants from the West than the
rest of Heortland. Most of them came from Ralios during the first decades
of the Second Age, as Trader Princes. Many have since joined the Aeolian
Church of Heortland, but there still are adherents of other Malkioni sects,
both Stygian and Old Hrestoli. When Seshnela had come to power again after
the battle of the Asgolan Fields, the newly fangled Rokari faith was spread
over all the conquered lands in Ralios, and beyond where the ambitious
Seshnegi trader families established contacts among the Ralian Trader Princes.
One of the first institutions to be occupied by a Rokari was the ancient
bishopric of Nochet, previously held by the Old Hrestoli faith.
The duchy also has a significant number of God Forgot natives who tend
to live silently in villages of their own, procure their lords with the
due taxes and feudal support, but follow their rigid caste system among
themselves. Lacking rulers, and for the most part lacking sorcerers and
warriors as well, they cause little trouble unless forced to participate
in the ruler's religious rites. Most feudal lords learn this lesson quickly,
and enjoy their placid followers, tolerating the strange methods they use
in everything they begin.
The Kitori tribe in the north of Heortland is unnique in that it consists
of both humans and trolls. The Kitori humans worship gods of Darkness -
foremost Argan Argar and Zorak Zoran - besides Orlanthi deities. They have
special myths of friendship between Orlanth and the troll gods unknown
to most other Orlanthi. Once the dominating tribe of the north, they now
have been forced into the shelter of the Troll Woods by an alliance of
sun worshippers and Volsaxi tribes.
The cities are quite cosmopolitan, and have holy places to cults and
deities not normally found in Heortland. Often there are small enclaves
of immigrants in the nth generation who manage to keep up a small temple
or shrine where they worship the deities of their home country.
Interest Groups in Heortland
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The Lanbrili (Mockers in Karse)
-
This thieves' cult is quite widespread in southern Genertela, but it is
especially strong in urban Kethaelan society. The Lanbrili in Heortland
are criminals and outside of the common society, but there they also perform
a valuable service to the society: they are foremost in keeping the criminal
activities free of chaotic control. The enmity between Lanbril and Krarsht
is strongest in Heortland, where both cults claim to have their dominance.
The Lanbrili-led criminals will engage in band wars against Krarshti-led
gangs or even "families" filling the sewers and rivers with more corpses
than any gouvernment clean-ups of chaos nests in the cities. This activity
has made the Heortland Lanbrili quite patriotic, since they can count on
support of the populace against their arch-enemy. They never cooperated
with either Rokari or Lunar occupators, but they held their fight against
the official authorities in check, too.
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The Krarshti Network
-
This is probably the largest criminal organisation in Heortland, with franchises
in protection rackets, assassination, smuggling, etc. The network aims
for control of public affairs rather than to propagate chaos worship, and
might be regarded as a part of general Heortland society. Their assassins
are employed by the local nobility and merchants when an assassination
seems opportune and no other bidders or methods are available.
-
The Krarshti have competition and enemies on any single field of their
activities. Thieving and protection rackets are rivaled by both Lanbrili
rings and independent bands; smuggling is performed even by "honest" merchant
cartels, but also by the Goldgotti and other specialised organisations
including some thieves rings; the assassination market is shared and contested
among others with Humakti duelists who use different methods to achieve
similar ends, Vadeli or God Forgot sorcerers with exotic means, again thieves
rings with less scrupulous attitudes; street robbery is rivaled by political
outlaws as well as unspecific or Gagarthi robbers, or (somewhat renegade)
Humakti highwaymen; and the espionage services are rivals with all other
information gatherers and brokers.
-
The Krarshti network also has competition with chaotic groups, some of
which are actively fought. Cacodemon covens are sometimes tolerated or
even allied, but as often they are persecuted when they hinder more mundane
operations. Thanatari assassinations or knowledge thefts sometimes step
on the toes of local lips or jaws and can cause inter-chaos strife. At
other times they might even be hired... The Scorpionman Queendom of Jab
is a customer rather than an ally. Other chaos in rural regions is mostly
ignored, but sometimes the (human, or at least human appearing) Krarshti
are even hired to assassinate local chaos chieftains. Of all other cults
and organisations, the Lanbril rings are the most active enemies of the
Krarshti network. They try to upset Krarshti protection rackets (and vice
versa), and generally fight the urban organisations of the network whenever
they are aware of Krarsht connections. In rural regions, however, the Lanbril
rings or solitary Lanbrili are less frequent than the followers of the
Gaping Maw, and the Network rules a lot of the ordinary criminal activities
there.
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The Rokari Mercenaries
-
This group's activities are quite recent. Sir Richard the Tigerhearted
was the leader of the first larger company of Rokari knights (and sergeants).
He arrived in 1615 and was commissioned to man and hold Knight Fort, a
great castle from an earlier age located at an oasis which had been repaired
and expanded by the Heortland kings of the late 14th century in order to
provide a protection for the ambitious settlers on the Praxian border.
The Fort (I use the plan of Le Krak Des Chevaliers, for instance in
the Palladium "Compendium of Weapons, Armour & Castles" p.193)
served as the base of a larger mounted force able to hunt down any raiding
party short of a full tribe's invasion. The castle itself was built to
withstand any size of invasion. In the early stage of the Zistorite wars
during the 2nd Age the defenders held off a Zistorite siege (using the
most advanced siege equipment short of Mostali tools) for five years until
the was lifted upon the arrival of a large force of Golden Horse mercenaries.
Most of the damages the 14th century kings had to repair stemmed from this
siege, since the war depopulated the Kethaelan settlements on the Praxian
border and left them to the Oasis People.
-
Richard's company replaced a large company made up of Volsaxi and exile
Sartarite mercenaries led by Brian of the Volsaxi who had held this fort
since 1610 or so.
-
While the Sartarite and Volsaxi noble cavalry - officially "supporting"
both Heortland and Manirian Trader Prince knights - had been adequate at
holding off nomad raiders, the fully armoured Rokari knights had been able
to charge through a bison charge, and turned the domination of the marches
in a series of a few skirmishes and two minor battles, gaining the respect
of the animal nomads. This success promoted Richard's original company
to the capital at Durengard, but brought in replacements from the West.
-
The service in Heortland has become a post associated with caste advancement
among the more ambitious Rokari sergeants. While Sir Richard's company
still is mainly composed of hereditary knights or even high nobility, those
companies succeeding him at Knight Fort have an increasing number of spurious
knighthoods within their ranks (see also MOB's Wyrm's Hold scenario
in Tales 13 for such occurrances). With the war in Ralios becoming
more serious (i.e. more decisive, with higher losses and less plunder),
the more prudent mercenary knight-captains have begun to regard Maniria
and Heortland as a safer way to prosperity, and filtered into the Holy
Country on Sir Richard's trail.
-
Depending on the time your campaign is set, the Rokari fulfil one of three
roles:
-
prior to Dark Season 1617: Rokari knights become increasingly popular with
the more westernized nobles of Heortland, who make it a fashion to have
real Rokari knights among their followers, and also start to equip their
native knights with Seshnegi style equipment. Richard plots to gain more
and more influence at the court in Durengard. By end of 1616 he is named
Marshal of Heortland, an office he uses shrewdly during the civil war of
1617.
-
Dark Season 1617 to Earth Season 1620: The Rokari knights and nobles rule
Heortland, which they have christened the "Kingdom of Malkonwal" (the holy
country of their own religion). All over Heortland, the Rokari leaders
are put into offices and gain fiefs from native families falling into disgrace.
However, there grows dissense between the leaders of the Rokari. Sir Mularik
Ironeye, at first Sherriff, then Duke of Jansholm, becomes an active supporter
of iconoclasm against the Aeolian churches (in order to raid the Orlanthi
temple ornaments, which make quite valuable booty); Sir Gerard de Montanpein
becomes Duke of Mt. Passant through King Richard, but he also marries the
former duke's daughter, mostly for love, but partly in an attempt to redeem
some of the wrongs done in the civil war; King Richard himself finds his
role as the monarch complicated by the open antipathy between his most
valued followers. The Bishop of Nochet, Vancelain du Tumerine, both supports
the king and makes difficulties for him with his claims on church land.
"Malkonwal" suffers about the same amount of internal disorder as does
the kingdom of Seshnela, but with a subject populace of a different culture,
the kingdom is destabilized a lot more than the motherland.
-
Earth Season 1620 and later: After the Lunar victory over Richard's army,
most Rokari nobles lose their fiefs and titles. A few persist, mostly in
the south between the God Forgot expansion and the Lunar gouvernment, or
in the Praxian Marches where they enjoy considerable popularity. Most others
revert to the life of landless adventurers they had led before Richard's
takeover, and remain to serve as mercenaries for whoever will hire them.
The Lunar military gouvernors tolerate them as long as they are properly
licensed. The natives harbour grudges against them, but rarely become powerful
enough to vent these.
-
After Brians reappearance from the siege of Whitewall, some Rokari mercenary
companies find service with the Volsaxi king (see the so-called "Tigerhearts"
under Sir Carvon in RQA #4, which have been redefined for my Glorantha),
and later join Prince Argrath Dragonspear in his Dragon Pass campaigns.
Most prominent of these are Sir Narib's company (Sir Narib being a Pithdaran
noble?) and Baron Sanuel (Sanuel being of Orlanthi origin).
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The Goldgotti (Issaries)
-
(Goldgotti is rumoured to be the by-name of their leader which has been
adopted by a lot of his followers)
-
Goldgotti was a Manirian Trader Prince whose caravan guards became an elite
unit in Prince Argrath's Free Army. He had come to power and prosperity
through his organisation of smugglers and traders who scoured the land
for valuables, and who made a good fortune out of weapon sales to Sartarite
rebels and later Heortland resistance. They also cooperated in the vitalia
scheme which supported the besieged city of Whitewall. See RQ Adventures
#4 for some ideas about the Goldgotti.
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The Guilds
-
While these are several separate organisations, they have been known to
act in cooperation at most times. The crafts have separate guilds in the
large cities, while in smaller cities several crafts share one organisation.
The merchants have cartels rather than guilds, but these cartels tend to
unite against pressure on their mercantyle interests, even if they support
different political or religious factions.
-
Generally the guilds are tolerant towards acceptable religions, including
even God Forgot atheism or strict Rokari monotheism, but they draw a line
at the Vadeli ways, Praxian or troll (only, excepting Argan Argar) cults,
or open chaos worship. Under Lunar gouvernment, Lunar religions were considered
acceptable, although the range of acception varied from resentful admission
to open support. The Seven Mothers priesthood was careful not to stress
the chaotic aspects of the religion too openly, and neither did the Etyries
cultists.
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The Wolf Pirates
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They don't really have an organisation in Heortland, but they tend to appear
in the country at most inconvenient times which suggest that they have
informants there. To them, Heortland is one of the tougher (but lucrative)
places to raid, and a good training ground for raw recruits to weed out
the weak. Sometimes they visit the free ports of Karse or Refuge to trade,
or spend their plunder on pleasures, and a few times they disguised themselves
as traders and entered port cities of the kingdom of Heortland, be it on
raid, spy, or trade missions.
-
When they appear as raiders, they are interested in slaves (or hostages
for ransom) as much as in valuables, lifestock and tools. Their rough-and-tumble
community on the Three Step Isles demands constant replacement for worn-out
slaves or maids...
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The Iron Fist
-
This is an organisation of ultra-conservative Orlanthi who want to free
Heortland's society from all foreign taints, be they Esrolite effeminate
ways (they even bear down hard on more foppish Humakti duelists), rampant
Malkionism in the Aeolian Church (or sometimes worse, sometimes too alien
to be fought at once, God Forgot or the Rokari), or increasing influence
from the Mirrorsea folk in the ports. (They dislike the Lunars, too, but
too few have been causing trouble to figure greatly among their targets.)
The Fists are quite xenophobic, and suspicious of the Vadeli (the Karse
enclave, situated next to the shipyards across the rivulet, has been raided
already once in 1617, with serious casualties on both sides), Wolf Pirates
(who, when they come to Karse in peace, can bet on getting into a raucous
brawl with some Fists), Teshnan or other eastern Genertelan traders, Kitori,
Sun Domers, Praxians, Caladrians, Handrans, Newcoasters, Nolosites, "they
come, we name them". Once they have overcome their initial suspicion, the
Fists get along quite well with exile Sartarites who speak Manirian Theyalan
(Heortlander), but they despise Tarshite-descended Orlanthi.
-
The Fist is strongest in the cities, where the traditional Orlanthi form
only one group of many, or even a minority. The Aeolian Church is somewhat
worried about their activities, but has refrained from persecuting them
so far in order to avoid open religious war.
-
Karse has one of the strongest Iron Fist groups, which plots to take control
over the city, and then to convert the neighbouring Heortland.
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The Marcher Barons
-
This group of land-holding minor nobles is a hardened community of individualists
who cooperate with each other only against the outside threat of Praxian
raiders or invaders. They respect each other's power and cunning, but that
doesn't keep them from bickering or pursuing long-standing vendettas.
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This attitude has made them less a part of the kingdom of Heortland than
most other regions (except the Volsaxi confederation). While they are grateful
for the kingdom presence in Knight Fort, they rarely intercede on behalf
of one political party or the other in the motherland. They are quite proud
of their self-sufficient holdings, even if this makes them look hardly
different from Pol Joni nomads at times.
-
(For more information, compare Martin Crim's article on the Praxian
Oases on the digest or the text in Tales 14, p.28. Martin Laurie has some
consistent and solid ideas about the northern Marcher Baron area, involving
a Refuge-based mercenary company.)
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The Warden's Company
-
A semi-permanent military organisation west of Larnste's Footprint, composed
of permanent units of Uroxi berserks, Humakti centuries, and the Warden's
household troops (current Warden of the Footprint Marches is Korlaman of
the Orshanti), plus numerous part-time members from the farmer and village
populace of the Syphon Valley and surroundings. These part-time members
are regularly called into the militia - in fact it is part of their cult
time requirement. Being part of the active militia doesn't necessarily
stop them from plowing or harvesting on their own steads, but they have
to do so armed, armour ready, and ready to leave for any chaotic outbreak.
Thankfully the great scorpionman spawning from the Queendom of Jab takes
place in Dark Season, when all field work is done...
-
The Knights of St. Elmal
-
This fighting order of the Aeolian Church is native to Jansholm. 24 chosen
cnihts and their captain form an elite to fight back the trolls and trollfriends
from the Troll Woods, and once also the Marzeel Valley. They are very elitist,
and take only proven cnihts of noble birth as their squires.
-
The cnihts follow strict vows of chastity and noble conduct. They learn
the wizardous arts during squirehood and specialize in light magics.
|
People of Note:
This section depends heavily on the time the campaign is set. This list
assumes 1615 or 1616 as the beginning date of the campaign. I have tried
to provide dates for the later activities of the personalities:
-
Aelbreht, Bishop
of Jansholm
-
Ashart Tidebiter
-
Arnbrod Grimaxe, Rune Lord
of the Stonewood temple to Stormbull
-
Brian of the Volsaxi
-
Eadwulf Carlmansson,
Duke of Jansholm
-
Fazzur Wideread, Gouvernor-General
of the Lunar Provincial Army
-
Sir Feoric, Captain of the Knights
of St. Elmal
-
Gagix Twobarb, Scorpion-Queen
of the Foulblood Forest
-
Sir Gerard de Montanpein,
Lieutenant of Sir Richard's Mercenary Company
-
Gwydion of Sklar, Archbishop
of the Aeolian Church of Heortland
-
Harrek the Berserk
-
Kallyr Starbrow
-
Korlaman Highbrow of the
Orshanti, Warden of the Stonewood Marches
-
Marro, Eorl of March
and Champion of Durengard, Premier of Heortland
-
Owain, King of Heortland
-
Pharaoh
-
Sir Richard the
Tigerhearted
-
Baron Sanuel
-
Vancelain du Tumerine,
Rokari Bishop of Nochet
-
Vingkar the Kolating
-
Wolfred, Ealdorman
of Jaransbyrig
History:
When Belintar first entered Heortland around 1316, there were four greater
and two lesser tribes in Heortland. The Hendriki controlled most of the
central plateau and the coast, the Solthoni were centered upon Jansholm,
the Highlanders occupied the Storm Mountain foothills and the Minthings
upon Duchamp. These tribes had formed from smaller federations to rival
the Hendriki, who alone had maintained a larger cohesion than that of the
clan after the Dragonkill War. Of the lesser tribes the Kitori dominated
the Marzeel Valley, and the Bandori lived in the river valley and some
of the foothills along the Praxian border.
The Hendriki were allied with the Only Old One, but Belintar undertook
a great heroic quest to draw them on his side. He succeeded with the help
of the Aeolian Church of Heortland, then just a wizardrous subcult of Orlanth,
and gained Hendriki help or at least neutrality in his struggle with the
Only Old One. The Hendriki, whose new king was a staunch supporter of the
Aeolian Church and a close ally of the Wenelian Merchant Princes, started
a campaign to unify all the tribes under his personal kingship, and he
succeeded to subdue the other three tribes by 1325, sending waves of refugess
north into Dragon Pass. His son and successor continued his expansion policies
and conquered the God Forgot-held southern part of the Plateau around Mt.
Passant with his mounted cnihts. This time the refugees went both north
and east, into the Praxian Marches. Refuge was taken and became the seat
of his younger son.
Not all dissidents fled as far as untamed Dragon Pass. One particular
group moved into the Karse, then a thinly settled stretch of land, and
received it as an independent barony directly from the Pharaoh. Many of
their subjects were fisherfolk. After they had begun work on a citadel
and palisade, many craftspeople from Nochet saw an opportunity there and
moved into the new city, whose walls imitated the great walls of Nochet.
Other dissidents flocked to Refuge and beyond, joining some of the more
enterprising or desperate settlers from Wenelia in the Praxian Marches.
Once the Hendriki kings had established their supremacy the Aeolian
Church was accepted as a state-bearing force. Slowly the traditional Orlanthi
religion of the Hendriki was integrated as a different, less enlightened
form of worship in the cities and the Aeolian-dominated rural areas, whereas
in the foothills and traditionalist rural areas of the plateau the Aeolian
wizards were accepted into the temples as priests of an associate cult.
The hardliner conversion course of the church gave way for a more tolerant
co-existence, much to the benefit of the kingdom.
The kingdom became involved in the rivalries of the Sixths and the lesser
independents of the Holy Country, and much of the energy which had gone
into the unification and pacification of the kingdom was transferred into
the evolving dynamics of the internal rivalries of the Holy Country. Several
"non-hereditary" (i.e. not permanently assigned to representatives of the
Sixths) offices in the Pharaonic state were coveted by various of the subkingdoms
and lesser entities, and had to be defended once obtained. Especially the
warlords of the Pharaonic expeditionary forces were sought positions, and
ones the Heortlander kings liked to fill with trusted vassals of theirs.
One Heortlander in the service of the Pharaoh came to notoriety when
he mixed the Pharaoh's business with personal ambition, and became the
hereditary ruler of the non-Kethaelan lands of southeastern Dragon Pass,
and nominal overlord of the entire pass region. Sartar was the son of a
thane of the Orshanti clan before he entered the service of the Godking.
He had discovered some special powers during a Tournament of the Masters
of Luck and Death, and rumour has it that he could have won that Tournament,
but chose not to. Instead he established trade treaties in the Pass region
which opened new and less heavily taxed routes to the riches of Peloria,
to the mutual benefit of the Holy Country and the peoples of the Pass region.
The Godking was unhappy about the new organized state just beyond his border,
though, and for two generations the relations between the Principality
of Sartar and the Holy Country were difficult. Only when the Lunar presence
in Tarsh became a threat the Pharaoh chose to aid the princes of Sartar.
Maybe this change in policy came too late, but by 1602 the Lunar Empire
had conquered Sartar, and made all the remaining lands of Dragon Pass tributary
to their gouvernor. Carried by the success of the conquest of Sartar, both
the Tashite faction and the Imperials mounted an invasion of the Holy Country
in 1605.
Places of Interest: