The Ten Kingdoms

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… and the Dragon-Gods reigned for time untold… their magic controlled all, until the great heroes of man rose up to defeat them…
-Fragments from an ancient text found in the Royal Libraries of Goldebren

This is the home page for the Ten Kingdoms campaign. The world was originally conceived and run with The Burning Wheel RPG. It used both the classic and revised version of the game. The basic flavour of the setting is a no-magic, low fantasy, world at war.

Geography

The geography of the known world is immense and varied: from the great Dragon Wall Mountains in the west, to the lush, impenetrable jungles of Alyssia across the ocean in the east; from the unexplored glaciers in the north, to the inhospitable desert in the south.

There are two main landmasses in the known world. In the east is Alyssia, a group of large islands that house many independent city-states, and beyond them great jungles that few from the west have ever ventured into. In the west, is the continent colloquially know as the Ten Kingdoms.

Ten Kingdoms

The Ten Kingdoms are a collection of lands far above the equator, and below the great glaciers of the north. There is a wide variety of geography, from great mountains that reach into the sky, bodies of water that take days to traverse by ship, fertile farmlands that feed kingdoms worth of people, and great stands of coniferous and deciduous trees so spanning that few people have ever been to the center.

The people are just as varied, from the great horsemen of Ki'lee, the noted sailors of Tartagan, to the terrifying warriors of Sher'Sill'Baal.

Alleria

Capital: Allura
Population: 300,000 (approximate)
Government: Monarchy (King Thesius Aldwyn)
Imports: Unknown
Exports: Lumber
Sigil: Two oak trees; the Twin Oaks.
Banner: Two oak trees centered on a green and white square.

Life and Society
Military and Militia
Major Geographical Features

Tall Oaks: The massive stand of coniferous trees on the northeast of Alleria, the Tall Oaks forms a natural border with Mordaken. The wood here is much prized for its quality, and is the number one place for ship's masts to be cut from. Ninety percent of the forest is claimed by Alleria, with only the most northern parts within Mordaken. In practice, this is impossible to enforce.

Sylvan Pines: This forest of decidious trees stand in the east of Alleria and form a natural border with Lamis.

Fields of Slumber:

Great Waste:

Important Sites

Allura:

Sylvan Hall:

Regional History
Plots and Rumors
Notes

Pictured: Alleria Ranger

Chianna

Capital: Chialta
Population: 200,000 (approximate)
Government: Unknown
Imports: Unknown
Exports: Iron Ore
Sigil: A mace and an axe; the Mace and Axe.
Banner: A mace and an axe on a field of white, separated by a grey vertical stripe.

Life and Society
Military and Militia
Major Geographical Features

Valley of Mists: Located in the northern mountains, the Valley of Mists is shrouded in a constant, forboding fog. Some say the valley is larger than even the largest of cities, but no one has been know to have entered the valley and lived to tell the tale.

Peaks of Herren'Bel: A large range of volcanoes located far to the north.

Important Sites
Regional History
Plots and Rumors

Seven years ago a powerful warrior named Theri'al Rugar from the Sea Side City ventured to find out the secret of the Valley of Mists. Though he has not been heard from since the road leading from the Great Capital to the Mountain range has been named the Rugar Trail.

A reward of 1000 gold has been offered by the King of the Sea Side City to anyone who can bring evidence of what happened to this regional hero, or to the happenings in the valley.

Notes

Pictured: Chianna commoner, ready for war.

Goldebren

Capital: Goldebren
Population: 500,000 (approximate)
Government: Monarchy (Emperor Altrius V - Deceased; Lord-Steward Mindel - Deceased; Lord-Steward Ryden)
Imports: Slaves, Pit Fighters, Food Stuffs
Exports: Unknown
Sigil: A glowing sun; the Royal Sun.
Banner: A sun glowing on a field of white.

Life and Society
Military and Militia
Major Geographical Features
Important Sites
Regional History
Plots and Rumors
Notes

Pictured: Goldebren Aristocrat

Kel'engrad

Capital: Kel'engrad City
Population: 400,000 (approximate)
Government: Theocracy (Emperor K'ell Craven III, Arch Priest of Kel'engrad)
Imports: Food, salts, iron, live stalk and silks.
Exports: Furs, lumber, religion.
Sigil: A golden cross; the Bright Cross.
Banner: A golden cross on a field of white, fringed in gold.

Life and Society
Military and Militia

Knights of the Light: Kel'engrad has a small but very powerful army. This “army of the light” is made up of knights who fight in the Bright Lady's name. Each Knight of the Light wears very reflective armor with an imprint of the bright lady on the cheast plate. The Knights are held in the highest respect of the people of Kel'engrad. The army has detachments across the country.

Major Geographical Features

Tu'lac Mine: Embedded in the center of Kel'engrad, this mine has been in operation since the birth of Kel'engrad. It's a massive mine that would span two cities. The mine goes deep into the land and produces several tons of the special quartz. Workers of the mine are well paid and enjoy what they do. Its considered more of a craft than a mining job. Occasionally thoughout the years, captured enemies have been brought here and forced to work in the mines. Recently this practice has been stopped.

Veeshan Mountains: This mountian chain is where the Temple of the Light is located. It provides part of the southern border of Kel'engrad. It is here that the Bright Lady is said to first appeared to the people.

Important Sites

Tu'lac Mining Town: This town is located in the northern parts of Kel'engrad. This is the site that the special quartz is mined from the earth. Nicknamed the “quartz of the light” this mineral has very high reflective qualities. Once shaped it can be smoothed to a point all light that hits the rock will be reflected like a mirror.

Temple of the Light: Located high on the Veeshan Mountains, the Temple of the Light is where Kel'engrad is ruled from. Emperor K'ell Craven III (Arch Priest of Kel'engrad) resides here along with the Knights of the Light. The temple itself is made of the special quartz. When the sun hits the stone it reflects the light down into the lands for miles away. On the top of the temples main tower burns a giant flame. This fire is never put out and burns day and night. It is a symbol of the people faith and devotion to the bright lady. At the beginning of the path that leads to the temple stands a giant statue of the Bright Lady. She is standing tall and holding a lantern in one hand and a golden cross in the other. The lantern itself is lit only at night, to help guide people on the path to the temple.

Spectra Keep: This keep is located on the southern most border of Kel'engrad. It's stone walls are made of the special “quartz of the light”. Spectra Keep is very old and was the second temple built in the name of the Bright Lady. A detachment of Knights of the Light are stationed here.

Churches of the Light: Each village, town or city in the lands have a Church of the Light. There is barley any settlement that doesn't feel the presence of the Bright Lady. The eternal flame burns across the lands. Each church itself can be build according to the specific priests designs, however it is mandatory to have one tower which the eternal flame burns day and night. Ruins of Darkfell Keep: Darkfell Keep is located on the edge of the giant gorge on the southern border of Kel'engrad. Travel to Darkfell Keep is forbidden to the general public. This keep used to be a place where those who worshiped the Great Dragon came to pay there respects. Not much is really known about this site except that there have been some strange occurances in the local area from time to time. To the church, Darkfell Keep represents the evil of the world. Its a constant reminder of the dark ages.

Regional History

Kel'engrad is all for peace. It hasn't entered a war in decades. Recently Kel'engrad has taken on the role of peace keepers. With the backing of the church most countries respect the Knights of the Light for what they stand for. Kel'engrad has sent its High Priests on various diplomatic missions and if they are required to enter a danger zone, the High Priests are backed by a detachment of Knights.

Plots and Rumors
Notes

Pictured: Kel'engrad Heavy Calvaryman

Communication between the towns & cities: The quartz of the light has also been used for communication between the out lying towns and cities. Using the mirror effects of the stone, the military can send bursts of light from town to town warning or requesting aid or items. Night communication is not possible, however the eternal flame can be seen from a good distance away.

Ki'lee

Capital: Ki'lee
Population: 200,000 (approximate)
Government: Monarchy (High Lord Durden)
Imports: Unknown
Exports: Unknown
Sigil: A rearing black horse; the Ebon Stalion.
Banner: A black horse rearing on a field of brown, half-cornered with black.

Life and Society
Military and Militia
Major Geographical Features

Baeral'durn Mountains: The great mountains the help to protect the city of Ki'lee.

Fields of Eternal Night: A dry, cracked, and barren wasteland outside of Ki'lee city.

Important Sites

Kallen'Tiel (Small City): Home of the famed Horsemen of Kallen'Tiel, until their defeat.

Regional History
Plots and Rumors
Notes

Pictured: Ki'lee Light Calvaryman

Lamis

Capital: Unknown
Population: 100,000 (approximate)
Government: Unknown
Imports: Unknown
Exports: Unknown
Sigil: A boar and hound; the Hound and Boar.
Banner: A hound and boar on a field of beige, hedged with green.

Life and Society
Military and Militia
Major Geographical Features
Important Sites
Regional History
Plots and Rumors
Notes

Pictured: Lamis Herdsman

Mordaken

Capital: Unknown
Population: 400,000 (approximate)
Government: Monarchy (King Holmann the Just)
Imports: Unknown
Exports: Food Stuffs
Sigil: A black wheel; the Barrow Wheel.
Banner: A black wheel on a field of green, opposite-cornered in blue.

Life and Society
Military and Militia
Major Geographical Features
Important Sites

Hamleigh (Small Town): Ruled by Sir Richard Hamleigh.

Regional History
Plots and Rumors
Notes

Pictured: Mordaken Farmer, defending the crops.

Rothden

Capital: Milekka
Population: 300,000 (approximate)
Government: Monarchy (High Lord Ethrice)
Imports: Unknown
Exports: Unknown
Sigil: Crossed swords, entwined by a snake; the Swords and Serpent.
Banner: Crossed swords, entwined by a snake on a field of yellow, bordered by two vertical green stripes.

Life and Society
Military and Militia
Major Geographical Features
Important Sites
Regional History
Plots and Rumors
Notes

Pictured: Rothden Infantryman

Sher'Sill'Baal

Capital: Sherina
Population: Unknown
Government: Monarchy (King Blent)
Imports: Unknown
Exports: Unknown
Sigil: Two stars each on their own circular field of yellow; the Dual-Star.
Banner: A red star on a circular field of yellow in opposite corners, separated by a diagonal yellow stripe, on a field of red.

Life and Society
Military and Militia
Major Geographical Features

Kraven Swamp: Home of the blood-mad feral warriors known only as the Kraven.

Important Sites
Regional History
Plots and Rumors
Notes

Pictured: Sher'Sill'Baal Heavy Infantryman

Tartagan

Capital: Unknown
Population: 100,000 (approximate)
Government: Unknown
Imports: Unknown
Exports: Ships (Shallow-bodied and Ocean Going), Cartography, Sailors
Sigil: Three white fish, the Three Fish.
Banner: Three white fish on a field of blue, with white horizontal borders.

Life and Society
Military and Militia
Major Geographical Features
Important Sites
Regional History
Plots and Rumors
Notes

Pictured: A Tartagan sailor ready for battle.

Fringe Kingdoms

Two Fringe Kingdoms are located peripherally to the Ten Kingdoms; the Concord of the Dragon in the mountains to the west, and the Sepulture of the Waste in the great waste to the south. These kingdoms are virtually unknown in the Ten Kingdoms. Only the most intrepid explorers and well-versed historians know of their existence.

Concord of the Dragon

Capital: Unknown
Population: Unknown
Government: Unknown
Imports: Unknown
Exports: Unknown
Sigil: A red dragon; the Great Dragon.
Banner: A red dragon on a field of white, with a red “M” fringe on the left.

Life and Society
Military and Militia
Major Geographical Features
Important Sites
Regional History
Plots and Rumors
Notes

Pictured: Concord Warrior

Sepulture of the Waste

Capital: Unknown
Population: Unknown
Government: Tribal (Grand-Warlord Ariff)
Imports: Unknown
Exports: Unknown
Sigil: Six stars on their own field of yellow, boardered in grey; the Six Stars.
Banner: Six stars on their own field of yellow, boardered in grey on a yellow and grey checkered field.

Life and Society
Military and Militia
Major Geographical Features
Important Sites
Regional History
Plots and Rumors
Notes

Pictured: Nomad of the Great Waste

City-States of Alyssia

Alyssia is a continent that lies far to the east of the Ten Kingdoms. It contains many walled city-states, as well as much unexplored wilderness further east. The City-States are one of the main sources of exotic goods in the Ten Kingdoms. Goldebren and Tartagan trade ships are a common site in their harbours. Few Ten Kingdoms men have gone farther inland on Alyssia than the City-State's docks.

Hlornryn

Capital: Unknown
Population: Unknown
Government: Unknown
Imports: Unknown
Exports: Unknown
Sigil: A rearing red lion; the Red Lion.
Banner: A red lion rearing on a field of white, with a diagonal blue cross.

Life and Society
Military and Militia
Major Geographical Features
Important Sites
Regional History
Plots and Rumors
Notes

Pictured: Hlornryn Trademaster

Player Characters

Campaign Two

Duke Ulysses Aldwyn

His Grace, Duke Ulysses Aldwyn is twin brother to Gaius.

Sir Gaius Aldwyn

Knight of Alleria, Sir Gaius Aldwyn is a Duke by blood, but chooses to serve in his knightly duties to the land.

Arador Lothgard

Cousin to the Aldwyn children, Arador was the first born of the noble Lothgard family of Mordaken. He became estranged to his father when he chose to pursue blacksmithing instead of proper courtly pastimes. He left Mordaken for Alleria with nothing but his horse and the possessions on his person.

Ellidyre Bren-Galledd "The Black Prince"

The bastard son of King Thesius Aldwyn, Ellidyre lives his days as a freedom fighter in Allura.

Campaign One

Lucian Hazafell

A well respected calvary captain in the armies of Ki'lee during their last war, the veteran of the Fields of Eternal Night retired shortly after the conflict came to a close. He moved to the hearty town of Frontier in the Great Forest, to take up a life as a blacksmith on a farm he owns, though the wicked battleaxe over the fireplace never seems to stay put for too long.

Commodore Jacob Hawkings "The Seahawk"

“The Seahawk” personally captains the “Orpheus' Song”, an impressive two-masted sloop, with the help of First Mate Livingston and Mr. Christopher, ships bosun. The “Bountiful Lady” is another ship under the control of Commodore Hawkings, a spoil of battle. Based in the Tartagan city of Port Charlotte, the renowned swordsman and cartographer can be found in any port city, with Orpheus' Song ready to sail at a moment's notice.

High Priest Ivan Malikai

A High Priest of the Church of the Bright Lady. Ivan Malikai is said to be a man of great convictions, and combined with his contacts within, and influence over the church, a force to be reckoned with.

Sir Richard Hamleigh

A member of the peerage of Mordaken, Sir Richard is the latest in a long line of Hamleighs that have ruled their namesake town.

Ethan Legendaf

A freed gladiator of the Goldenbren fighting pits.

 
tenkingdoms.txt · Last modified: 2009/05/05 10:55 by excrusader
 
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