- Backford (medium city):
- Located right on the south bank of the Syphon River, this city controls
the main ford across the Syphon. All traffic on the Royal Highway has to
go through the city gates, which has ensured a modest income to the otherwise
pressured Eorl of the city.
- The Backford shire has suffered from the neighbourhood of the chaos
creatures from the Foulblood Forest. Ever now and then some of the creatures
manage to escape the patrols at the exit of the Footprint and lay waste
to the farmlands west of it. Only when there is a powerful Warden of the
Footprint Marches the local militia there will suffice to round up any
strays. Warden Korlaman of the Orshanti did an excellent job so far.
- Bandori River:
- The Bandori Valley is home to the southernmost of the four old tribal
federations of Heortland. Unlike the other three, this smaller tribe did
not receive a duke when the Hendriki tribe, assisted by the upsurging Aeolian
Church of Heortland, took control over the other tribes after Belintar's
ascension. The only city in the Bandori lands, Refuge, is controlled by
God Forgot Brithini who maintain their status even though the city was
conquered by the Hendriki around 1350.
- Baron Sanuel's Land:
- This portion of the Volsaxi valley is ruled by an outsider of foreign
religion. Baron Sanuel is a Rokari convert who made a fortune in Nochet
and settled here on land granted to him by Prince Terasarin of Sartar,
in 1598, in exchange for his loyalty and the service of his heavy cavalry
guards.
- The Kurtali tribe of the Volsaxi holds a certain grudge against the
Baron for taking parts of their lands, but they acknowledge his sovereignty
over his land and people, a mixture of immigrants from Nochet and natives
of the valley who found protection and opportunity there..
- Blackwind Marsh:
- A dark and soggy marshland is all that remains of the once wide river
bed of the Creek-Stream River after the monster summoned by the Only Old
One was slain by Belintar, in 1318. Only a small amount of the earlier
water seeps through the Styx Grotto into the old river bed and trickles
into the steadier flow of the Marzeel River, formerly only a tributary
of the River.
- Bullflood River:
- The Bullflood gains its name from its source, Stormwalk Mountain, where
the Storm Bull once wrestled the head of a mountain god. On its upper course
are the settlements of some of the most traditionalist Orlanthi clans of
Heortland, whereas its lower course through the plateau goes through the
heartlands of the Hendriki tribe. On its long delta below the plateau fisherfolk
of islander stock and newtlings ply their trade. The Bullflood can be shipped
by small river craft a good way into the plateau, upt to five miles from
the city walls of Durengard.
- Choralinthor Bay:
- The wide and relatively shallow inland sea forms the core of the Holy
Country. Almost one third of it falls dry at low tide, and an enormous
current runs out through Troll Strait whihc can be used by skillful captains
to save up to a day on their outward journey. Also known as the Mirrorsea
Bay, the waters keep calm even when the storms are raging across Kethaela.
This is due to the influence of Choralinthor, the god of this sea. The
son of the Land Goddess and a Sea lover is calm and friendly. The fisherfolk
hold him dearly for he rewards them with excellent catches as well as comparatively
safe passage, and the Ludoch praise his sokid strength.
- Coastal Flats
- This stretch of land between the White Cliffs and the Mirrorsea is
a mixture of flat, soggy land, wind-driven dunes, and debris of sometimes
impressive size fallen down from the cliffs. Numerous lesser bays and lagoons
lead into the five rivermouths or directly out into the Mirrorsea Bay.
- The inhabitants are part farmer, part fishermen, with many people of
Islander ancestry. Some of the marshier parts of the bays are inhabited
by newtlings and occasional duck families, all of whom have put themselves
under the protection of the King of Heortland.
- The soil is heavy, but rich. The farmers grow some grain, but also
cabbages of various sorts, though most of the land is left for grazing.
Cattle occupies the better pasture, while sheep are kept among the debris
below the cliffs.
- There are only three major settlements in the flats: the port
cities of Vizel and Leskos and the fisherman community of Sklar. The rest
of the populace lives in hamlets or single steads scattered on the peninsulas.
Except for some parts in the south, most of the coastal Hundreds belong
to shires ruled by clans of the plateau. While there usually is some tension
between the coast-dwellers and the plateau-dwellers, the arrangement has
worked so far.
- Duchamp (medium city):
- Overlooking the ford across the Minthos River, this city controls the
trade of the southern duchy of Heortland with the mainlands.
- Durengard (large city):
- The royal capital of Heortland, and seat of the archbishop of the Aeolian
Church.
- Footprint:
- A deep depression, about 20 miles wide and almost 60 miles long, whose
origin is said to have been Larnste's foot stamping down on a squirming
thing from beyond the world. When the Soul Arranger stamped down, the Storm
Mountains folded up, but the squirming thing reached around and bit the
god who limped off howling in pain. Afterwards a god grabbed the masterless
spear of Caladril and drove it deep into the sore left by the thing, releasing
the imprisoned fires of the volcano god. A storm god (likely Kolat) blew
the ashes and dust into the depression and petrified the woods around the
chaos sore which became the Foulblood Forest. While his magic could not
destroy the festering chaos, it could confine it in its place by denying
it the life to infest.
- Foulblood Forest:
- Where the poisoned blood of Larnste fell to the earth, horrible mutations
befell the forest there. The chaotic inhabitants of this place know it
as Forest of First Reward. It is a holy place for several chaotic cults,
whose adherents linger around its fringes.
- Jansholm (large city):
- The centre of the northern of three Heortland duchies sits atop a river
island just above the Solthi rapids. The Royal Highway enters the city
over two ancient stone bridges of apparently dwarven built.
- Important features of the city are the golden-domed cathedral to St.
Elmal, whose tower overlooks the entire city, and much of the surrounding
lands; the ducal palace, the former citadel of the city; and
the city gates at the stone bridges.
- The cathedral of St. Elmal is ancient, its great circular tower being
the most recent addition, built around 1380 - atop the foundation of an
older, lesser tower. Its layout is almost military, with stables, barracks
and cells filling the backyard of the cathedral ground. The bishop's residence
and the chapter of the knights of St. Elmal are located there.
- People of local notice:
- Duke Eadwulf Carlmansson
- Bishop Aelbreht
- Sir Feoric, Captain of the Knights of St. Elmal
- Teodbert, senior wizard of St. Elmal
- For an aerial view of the city I recommend "Asterix and
the Laurels of Caesar" which has a picture of Lutetia, the most astonishing
city of the Universe. I use a map of medieval Paris (in my copy of
Victor Hugo's "Notre Dame de Paris") for the general city layout.
- Jaransbyrig (small city):
- This town is the administrative and economic center of the Jaraning
Shire, southwest of Jansholm. It's once generous palisade has been filled
during the last years by refugees from Lunar-occupied Sartar, following
the various crises there. The fortifications of the ancient clan hill-fort
have been expanded twice to provide protection for the general populace,
the second expansion marking off a full hide of land below the castle,
which was surrounded by a ditch and palisade. It encloses the large marketplace,
the Aeolian temple with all its shrines to the locally important deities,
and the houses of farmers and townspeople. The northern part of the ditch
is formed by the mill creek, which powers the watermill on the edge of
the town. (Windmills fell out of popularity in northern Heortland when
the Zistorites imprisoned the Good Wind of Heortland. They were regarded
as an enslavement of the Good Wind as well, and thus somewhat evil.)
- Karse (large city):
- The city of Karse is the centre of the Barony of Karse. This seaport
has a long (though interrupted) history
as the turntable between central Genertela and the Seas. Originally located
on the opposite bank of the River mouth, the city of Karse was resettled
only after Belintar had killed the Only Old One and redirected the Creek-Stream
River. The new city was founded by dissident nobles from Heortland who
received a land grant of the Karse along the Marzeel mouth. The new city
soon attracted settlers from all over the Holy Country. With the Opening,
Karse has experienced a second growth, out of its city walls. It now serves
as the most important place to offload goods destined for Dragon Pass or
Peloria, once again.
- The Midkemia Press supplement "The City of Carse" was
published by Chaosium and was, to my knowledge, used as Karse in the Chaosium
house campaign(s). This supplement is based on the map of the medieval
city of Caernarfon in northwestern Wales.The Welsh Historical Society,
Cadw, has produced an excellent booklet on the castle and the city with
much information useful for the Gloranthan version of Karse. It has the
ISBN 0 948329 42 4, but I have no idea whether it can be ordered through
ordinary channels. If you happen to visit Wales, it is available at most
major castles belonging to Cadw. It is fun to walk through the original
of the fantasy setting, too.
- Kenstone Island:
- This island east of the Troll Strait has a strong fisherfolk population
of Islander stock, but is ruled by Ashart Tidebiter, a Hendriki noble,
as part of the Kingdom of Heortland, and is the base for the small fleet
of stout boats forming the royal coast guard.
- Knight Fort:
- This ancient and forbidding fortress looms over a squalid Praxian oasis
inhabited by the enigmatic Oasis folk of Prax. It was erected in an earlier
age as the defence against Praxian raiders. After a long period remaining
unoccupied by any troops, the fort was taken and repaired by Heortland
forces around 1360. Since then it has served as the main base for the royal
forces protecting the marcher settlers. Recently it has been crewed by
mercenaries, including both Brian of the Volsaxi (1611-1615) and Sir
Richard the Tigerhearted (1615-1616).
- Leskos (medium city):
- This Heortland seaport at the mouth of the Bullflood River lies on
a peninsula between the river bed and a lagoon. It occupies the best quay
sites for deepwater ships with goods heading to Durengard.
- I use the map of medieval Kiel for this city. I hope to be
able to include a picture soon.
- Marcher Barons:
- The Marcher Barons of Prax are Heortland nobles who settled here during
the later phase of the Heortland Civil War. Protected by the mighty Knight
Fort, refugees from the civil war settled under the supervision of merited
followers of the conqueror king. The barons form a warlike and somewhat
rough community of individuals who put great prize at their freedom to
act as they see fit. They only unite when their land is threatened by Praxian
raiders, and even then sometimes reluctantly.
- Martof River:
- The main tributary of the Minthos River in southern Heortland.
- Marzeel River:
- The Marzeel River springs in the northern ranges of the Storm Mountains
and gathers strength in the Troll Woods. Originally only a tributary of
the Creek-Stream River, the Marzeel now provides most of the water flowing
into Choralinthor Bay at Karse, and few people remember that this once
was Lorian's way when he followed the beckons of Magasta.
- Marzeel Valley:
- The northern part of Heortland is dominated by the Marzeel Valley.
After the Dragonkill War, all human settlers had been driven out of Dragon
Pass, or slain, and few wanted to settle that close to the dragon-haunted
lands. Those who did best were the humans of the Kitori tribe, who had
maintained a common tribe with trolls since the Dawn Age. They controlled
the human settlers of Esrolite or Heortling stock who held out under the
sufferance of the Only Old One. Originally the valley of the Creek-Stream
River, Belintar's victory over the Only Old One blocked that river with
the Lead Hills, and made it even less popular for human settlement, so
the Kitori tribe remained in power. Only with the resettlement of Dragon
Pass by humans the valley experienced an increase in traffic and population.
When the kingdom of Sartar was founded in the Quivin Hills, regular traffic
travelled through the valley, and the Kitori took their share of the trade,
and often more. In the late reign of Prince Saronil, his younger brother
Tarkalor organized the sun worshippers of Sartar and the suppressed farmer
clans of the valley in resistance of the troll-friendly Kitori, and with
the aid of the newly re-settled Sun Dome Temple pushed the Kitori tribe
back into the lands of their troll allies. Ever since, the Volsaxi tribal
confederation ruled the valley from the ancient hilltop-fortress and city
of Whitewall.
- Minthos River:
- The southernmost of the five rivers of the Heortland plateau springs
in the southern Storm Mountains and is joined by the Martof River at the
edge of the foothills. It is navigable for sea-going ships up to the port
city of Vizel, and for smaller river craft up to a few miles below Duchamp.
The river marks the border between the duchies of Mt. Passant and Durengard.
- Mirrorsea Bay
- Another name for Choralinthor Bay,
also just called the Mirrorsea.
- Mt. Passant (large city):
- The capital of the southern duchy of Heortland overlooks the southern
plateau from a solitary rock. Founded as an Orlanthi hilltop city in the
First Age, it was given to the Talars of God Forgot after the expulsion
of Palangio the Iron Vrok during the Gbaji Wars. It remained independent
from the Kingdom of Heortland until its conquest in 1356, after two seasons
of siege warfare.
- Queendom of Jab:
- The efforts of scorpion-queen Gagix Twobarb in subduing three other
queendoms by devouring their queens after personal duels have formed this
sizeable state of scorpionmen on the slopes of the Storm Mountains. The
amounts of half-wit scorpion breed released in Dark Season has experienced
a steady rise since she has come to this power.
- Refuge (large city):
- Refuge was founded as an exile colony by an unknown group, even before
the Darkness. Several groups claim this privilege, including an unorthodox
sect of Brithini, the Eurmal cult, and indigenous natives who claim kinship
to the Oasis Folk of Prax. The old port of the city and the Lighthouse
in the bay are of Waertagi origin. Even though conquered by Heortland in
1360, the city is still controlled by Brithini lords, who take care to
please the conquerers sitting in their castle. The city itself appears
to be lawless, and in certain quarters thieves and other criminals hold
almost unlimited power. There are also fisherfolk and Heortland exiles
among the residents.
- Roadend (village):
- This village on the border between the Volsaxi confederation and the
Principality of Sartar marks the end of the royal Sartarite road from Wilmskirk,
which is continued by a much older but very worn-down trade path through
Volsaxi lands.
- Sklar (village):
- This settlement on a bay in northwestern Heortland is inhabited mainly
by fisherfolk, but the rich marsh pasture has attracted a number of Hendriki
herders to settle here. The current Archbishop of the Aeolian Church was
born and raised here.
- Smithstone (medium city):
- This city in Volsaxi lands is famous for its masonry. The river beds
around it provided the white quartzite which makes the facing of Whitewall
so impressive.
- Solthi River:
- One of the five rivers cutting into the Heortland plateau, the Solthi
springs in the Troll Woods and runs around the island of Jansholm through
a narrow gouge into the Mirrorsea Bay.
- Stone Cross (altar):
- This altar was erected by the Pharaoh to commemorate his treaty with
Ironhoof, the centaur King of Dragon Pass. It stands on the Crossline,
a formerly magical border erected by the dragonewts after the Dragonkill
War.
- Stonewood:
- This petrified forest in the Footprint gives silent witness of the
Footprint myth. It originated when a Storm God (likely Kolat) blew the
cloud of dust, ash and poison that emerged from the place where Lodril's
Spear pinned down the Squirming Thing over the forests surrounding the
sore left by the poisoned blood of Larnste's foot. It has since served
as a killing ground for the chaos emanations from the Foulblood Forest.
It is rumoured that, if entered at certain times from certain directions,
the petrified forest is alive (but stony). The rare wanderer into these
parts rarely return, falling prey to wandering stone monsters.
- Storm Mountains:
- This chain of mountains separates the land of Heortland from the Plaines
of Prax. There are several myths about their creations: When Larnste stamped
his foot on a squirming thing he saw, when Caladril's/Lodril's children
rose from within Esrola's womb, when Orlanth raised this chain to connect
his mother Kerofin with the Cosmic Spike.
- Stormwalk Mountain:
- This mountain is a sacred place to the Storm Bull. It is the site of
his victory over a son of Lodril, whose head he wrestled off when he came
into these lands. As a result, the top of the mountain now forms a spiral
pathway to a plateau on the top. The spiral pathway and the plateau are
the home to the largest known herd of skybulls. They are guarded by the
demigod hero Gorangi Vak and his dog.
- Syphon River:
- This river is unique in its retaining the original Godtime direction,
flowing from the sea to its source. When Magasta called all the seas and
rivers of the world to his aid to plumb the hole the implosion of the Spike
had left, the Syphon River too headed with al his force to fight the chaos.
Unfortunately the chaos at its source was stronger than the distant pull
at Magasta's Pool, so that it alone still runs to its headwaters.
- Troll Strait:
- The only deepwater access to the Mirrorsea Bay experiences a strong
current at each falling tide, washing above the Ludoch city of Deepest.
The strait gained its name from the Sea Troll ambushes the God Learner
ships experienced when they approached the Shadowlands.
- Troll Woods:
- This firwood is the home for several troll tribes living in the eternal
shadows of ancient trees which have withstood even ravagous trollkin. More
recently the trolls have been joined by their long-time human allies of
the Kitori tribe who had been driven out of the Marzeel Valley by the sun
worshippers who came to aid the Sartarite prince Tarkalor and the tribes
which later formed the Volsaxi confederation.
- Twotop (village):
- This hillfort is the seat of the Sylangi tribe of the Volsaxi people.
- Vizel (medium city):
- Built upon terraces hewn into the white cliffs of Heortland, this port
city on the Minthos River mouth serves as the seaport for southern Heortland.
Some of the inhabitants claim that Prince Sartar got the inspiration for
the Pockets of Boldhome on a visit to Vizel.
- White Cliffs of Heortland
- The western end of the Heortland plateau ends abruptly on a drop of
up to 300 metres down to the coastal marches. Chalky white rock with a
few bands of red or black forms almost vertical cliffs, sometimes with
a few ledges overgrown with grass. Below the cliff chunks of rock which
gave away to the forces of storm litter the ground, some of them as big
as a town.
- It has been a long time since the Sea has risen enough to gnaw away
the basements of the cliffs, so few land is lost to the plateau. Sheep
graze there where the wind keeps all plants reduced to shrubs.
- In the cliffs myriads of seabirds nest, taking their share of the fish
bounty of the bay and sea.
- Whitewall (large city):
- This ancient hillfort is centered around a hilltop sacred to Orlanth.
It has been occupied already at the Dawn, and although it was deserted
several times it still was resettled as soon as circumstances allowed.
The current city still has the Second Age drystone wall of snow-white quartzite,
reinforced with impregnated fir wood from the nearby Troll Woods into the
famous Orlanthi walls mentioned already in Palangio's "Accounts of
the Manirian War", a copy of which survived in the library of Alkoth
in Dara Happa. After the Dragonkill War the hilltop fortress remained unoccupied
until the Etori clan of the Kitori tribe reestablished Orlanth worship
at the temple in the centre of the city. Under the guidance of the Pharaoh
a temple to Argan Argar was added, in recompensation for the damages done
to the trolls during the ascension wars. The mixed human-troll inhabitants
held the fortress until Tarkalor Trollkiller led an alliance of sun worshippers
and rebelling tributary tribes against the Kitori and drove them into hiding
in the Troll Woods with the sun magic of his allies. The city became the
centre of the new-founded Volsaxi confederation, which maintained its independence
from both the Principality of Sartar and the Kingdom of Heortland. Only
recently the humans of the Etori clan was readmitted to the city, and only
because of their kinship ties to Brian of the Volsaxi. The trolls had proven
impossible to drive out, but had been put under close guard.