Nan Uial (Northern Meriandor) WiP

 Introduction to the world of Kythain

The world of Kythain is my homebrew world. It is inspired by history, Tolkien, Kay’s Arbonne, Feist’s Midkemia, Jordan’s Wheel of Time and The Chronicles of Morgaine’s post-apocalyptic feel, and my friend’s C’thain campaign that I played in for years. Back in the nineties, I had some really good times with her, her husband and our friends in C’thain. So when in Sisimiut, Greenland 2020, I decided to start a 5e campaign for students at GUX where I taught (to give the quiet youth not interested in snowscooters and heavy partying something constructive to do in their spare time, and introduce young Greenlanders to TTRPG), my thoughts went to her campaign as it would be well suited for such. I did not want to use Forgotten Realms as they make no sense to a historian. I asked permission, but she did not wish that. I thus had to scramble to make my own homebrew world fast, and did reuse some names, NPCs and personalities. In fact all the PCs of C’thain are NPCs in mine. This is especially evident in Nan Uial/Meriandor. So I have to thank her and my friends (one of whom since passed) for the fun and inspiration and friendship we shared then; Nigel, Robert, Jane (then Jan), Rasmus (still a player in my campaigns), and Tracey (GM). And may our dear friend Oleg rest in peace, I miss him most days even 13 years later.

Introduction

The Nan Uial (Sin. Twilight Vale) is a hard land, and home to hard peoples, but it is also in many ways a bountiful land. It is home to small populations of Humans, Elves and Dwarves, as well as a larger population of Goblinkind and Trolls, and the surrounding mountains host more Goblinoids, Ogres and even the occasional Giant tribe. It is a rugged land untamed by any civilization, though once one colonized it for some centuries before its collapse at the end of last age, following centuries of decline. The Vale is a varied land with rocky coastland, mountains, hills, forests, swamps and a large river running through the central plain and giving life to the rugged land. To the West it is bordered by the Rishail Sea, to the North by a steep and high Spur of Hisëntaro (Qu. Misty Peaks), to the East by the towering Laurëntaro (Qu. Golden Peaks), and to the south the lower Berenheim Range. The neighbouring lands are Grathmar Fief to the north and the warmer and more fertile southern part of Meriandor to the south. To a large extent the Nan Uial is an abandoned wilderness between the more populous provinces, and thus a small symptom of the general dwindling and withdrawal of civilisation in the world.

A Varied Land

The peope of Rishail, with the exception of the isolated Dor-Emyn, is a mixture of Northmen from the Grathmar tribe that settled there after The Fall, and the Dunlending/Dunedain already living there. But next to them- a day’s travel by horse- live the Wood Elves of Eryn Elmoth (Forest of Starry Dusk); immortal minstrels, linguists, and lovers of the good thing in life. In tune with nature like no other People, they are relative newcomers to northern Meriandor from Lagon in the southern part of the Duchy, and wage a never-ceasing war of skirmishing with the Goblins of Harpy Woods. In the east is the Dwarven stronghold of Berlon and its two outposts; Thoral (Celeb-Ost) and Tzordar.



A Land Besieged

Meriandor is a duchy divided in two by the Berenheim Range a (relatively) low mountain range with a large gap rising from the sea towards the Cloudpeaks in the East. Its capitol city; Senachran, is in the southern, more populous part of the dutchy, where fine grapes for white wine are grown as is an abundance of other agricultural produce. The Northern parts of the duchy is a high valley between two mountain ranges and thus with a colder climate. The soil is also poorer, and crop yield is lower here- as is population density. It is the home of both Dwarven and Elven realms. But mostly it is empty, the only Human settlement of any size is the village of Amril, located at the crossroads between The Tradeway and the Dwarven Road. Here caravans and traders stop over before setting out into the dangers of Deception Pass, or rest when they have come through it. And where each Saturday and Wednesday there is a market with several travelling merchants and peddlers, even Dwarves come here to sell their goods on the way to Grathmar. Sir Adalbert strives from his castle in Amril, to ensure the peace and safety of the village and roads, but they are unsafe these days.

This insecurity is mostly due to the Goblins in Harpy Woods. These woods were never fully controlled by humans or Elves and are said to be haunted. But as Meriandor became depopulated, Goblin tribes seeped in slowly and settled there with their Wargs, allying with the Harpies already there to the benefit of both. Eventually the Elves of Eryn Elmoth noticed and began to slowly commit to containing the Goblins, but with their limited numbers and anarchic lifestyle, they could and would do little more without a major threat to Darkforest materialising. This happened five or so years ago, as a large tribe of Hobgoblins with a red Mohawk moved in to take power, organise the wild Goblin tribes, and started hunting and raiding and expanding. This puts pressure on The Free Peoples of the valley about a year ago, and the Elven scouts of Eryn Elmoth has started more aggressive patrolling and skirmishing.



History of Nan Uial

We are currently 1523 After Resurrection (The great civilisation of Hyarlondie count their current chronology from the collapse of their great empire and the founding of their current Kingdom).

General Overview

Humanity and Civilisation peaked last about 2700 years ago, when the Empire of Hyarlondie ruled all the area from Meriandor in the north to Hyarstar in the south, and east of the Laurëntaro to Kharadûne and Calednarhon. Civil war, pestilence, famine and pressure from Barbarian and Goblinoid tribes, as well as neighbouring evil realms, and invasions of evil hordes culminated 1523 years ago by the collapse of the realm and a flood of all those foes overwhelming the Empire. Saved by a mixture of Barbarian tribes rallying to defend themselves, help the Adûn-folk and kick out the invaders, and the army rallying behind a heroic nephew of the fallen King to push out the invaders. After which a much diminished and depopulated realm was refounded and expanded slightly, while the allied barbarian tribes settled and warred over territory to form their own tribal chief- and kingdoms on the ruins of grandeur over the next few decades. For a while, these kingdoms grew and blossomed, but for a millenia; humanity has been in decline- and with it the other Free Peoples. Elves, Dwarves, Gnomes and Halflings who all depended on trade with and/or protection and support from the more numerous Humans for their prosperity. Occasionally a “barbarian” kingdom has risen to power and conquered uncivilised areas or parts of their neighbours, but such usually only lasts a generation or two, and borders are mostly stable. Especially as there is no population pressure on resources to expand, as the last millennium has slowly eaten away at humanity as the same pestilence, famine (weather) and pressure from Barbarian and Goblinoid tribes, and neighbouring evil realms that weakened Hyarlondie continue- century after century. The three exceptions from this decline are all to some extent hostile to the “forces of good”. Sulayfjord in the north is a loose kingdom of Norse barbarians who raid all neighbours and coastlines in their longboats, while enjoying fighting Giants and Dragons in the mountains, and has many children in order to survive and thrive in their harsh environment. As do the barbaric hill tribes of Ered Mantar/Crumnor and Gwlad y Bryniau (Hill-Land, formerly Cardolan “Red Hill Country). Sulayfjord will war with anyone, but less against Rishail and Arbonne with Hyarlonie out of range, while Ered Mantar/Crumnor and Gwlad y Bryniau are actively hostile towards Rishail, Arbonne, Potesda and Hyarlondie. Just as is Kabe and Kharadune.

Civilisation has dwindled so much that only the people of Hyarlondie and Potesda still use the wheel plough, while Rishail and Arbonne has forgotten its use, and in the barbarian kingdoms there is little agriculture.



History of Rishail

At the time of the Resurrection, the Grathmar tribe of barbarians had been pushed into Meriandor and was fighting against the depleted local Hyarlondie border garrison and militias to try and secure a place to live inside the borders, being deluded by the lies of The Enemy. Though the King in the south has denied all entry of barbarians; the local Hír of Forost (Sin. North Fortress – Senachran) agree with the Grathmarians about alliance for land, as the Goblinoids and monsters poured in from the mountains. The Grathmarian chieftain marries the Hír’s daughter, and Free Peoples of Nan Uial eventually defeat the invaders in a series of bloody battles and campaigns, where the two peoples mingle in the chaos of war to form what is Rishallians today. This takes about a generation before most of the Goblinoids and monsters are driven far into the mountains, swamps and forests, and costs both the Grathmarian chief and the Hír and his male heirs their lives in combat, and in 27 AR their heir Eorpwald Nolondil declared himself king; uniting the two provinces of Grathmar and Meriandor into a kingdom called Rishail (Old Grathmarian “Long Beach”). For 300 years Rishail wars with the Crumnorian successor Kingdom of Vrakir, before the latter is conquered; to become the third province of Rishail. Wars also regurlarly flare up with the tribes forming into Arbonne, and futile attempts are made at Dor Emyn. But though the Grathmarians and later Rishallians are mighty warriors, they are no match for the Dunedain entrenched in their mountain fastness, while the fear of the Elven magic keeps them from trying their luck with Lagon. The first split of Rishail happened in 457 as the three sons of Thorismund the Tall wars over the right to rule Rishail. Despite the frequent warfare, the Free Peoples flourish for five centuries; with trade and populations growing, but then they start to dwindle as weather worsens and the pressure on their borders starts growing again while their own internal warfare dwindles. 536 AR the first wave of a terrible plague hits the Westlands and kill between 30 and 50% of the population. The same plague and other pestilences hit with scary regularity for the next centuries. Until around two centuries ago, when populations became too sparse for them to spread effectively. In 711 the warlike and spiritual people of Dor Emyn chose to become the fourth and last province of Rishail though few of the population of Rishail itself ever went to settle there. The second split of Rishail happens in 840 as King Winebeald is murdered by his younger brother Euric, making the Earl of Meriandor and Hir of Dor Emyn rebel, supported by the Baron of Raby in Vrakir and the Barons of Falarburg and Blythbuhr in Grathmar. This war took five years and the royal line was wiped out. The Earl of Meriandor and Marshall of The Realm Adalgard/Arahir (Grathmarian & Sindarrin “Noble Guardian”), with the justification of being married to a distant cousin of the dead King, is crowned. He reorganised the realm with inspiration from Anadûne, making it more effective and giving it new life for a while, but in 911, that is shattered by a new plague and an infection of Undead; as if the dead of this pestilence refuse to stay dead. And in 981 two army of Goblinoids and an army from K





History of Meriandor & Nan Uial



History of Rishail (Long Coast in ancient Grathmarian) and Meriandor (land of running rivers in Adûnaic).

One of the kingdoms growing out of the mixture of barbarians, Dunedain and the regional populations of their old realm of Hyarlondie, is Rishail. The Kingdom in which we start our story.

This great Kingdom consists of four duchies; Iltharn/Dor-Emyn, Vrakir, Meriandor and Grathmar (from south to north), and is one of the more successful and civilized successor states to the Hyarlondie Empire. And retains some of their lore, magic and science. Especially as it is the mortal realm where the most Elven and Dwarven enclaves survive and thrive. Particularly in Meriandor with several Dwarven mines, Elven forests and Gnome/Halfling towns. Meriandor is ruled by Baron Inthall Melbrane. Largely Human, but with enclaves of Elves and Dwarves, and many large areas of wilderness, especially after the recent wars. Darkforest is ruled by Queen Melrianna.

King Caedmon Anstachar rules Rishail from Senecran in Grathmar- the ancient homeland of the Grathmar Tribe that invaded and took what is now Vrakir and Meriandor during The Calamity to unite into the kingdom of Rishail (“Long-Coast” in ancient Grathmarian). For long Dor Emyn was an independent Dunedain enclave between Rishail and Gwlad y Bryniau with ties to the home country, but 700 years ago, as humanity and Hyarlondie waned, they elected to apply to be the fourth duchy in Rishail, yet they are clearly still of pure Dunedain blood.

Nan Uial Dwarves

There are three Dwarven settlements in Meriandor, all in the Nan Uial; Thoral, Berlorn and Tzordar. Thoral is an ancient Anadûnê mining outpost of old then named Celeb-Ost (Silver Hall), as there is silver below it. It also serves as the trading post of the Meriandor Dwarves, and the only settlement Humans and Elves normally get to see. Tzordar is a small and hardly accessible mine that yields Gold and small amounts of Diamonds, Sapphires, Rubies and Adamantite. Berlorn is the central settlement and seat of Chieftain Dorgal, copper, gold, silver, turquoise and Malachite.

All the current Dwarven settlements in Meriandor are fairly recent (by Dwarven standards) and settled by wandering and homeless Dwarves once driven from their settlements further east. They found homes either in Sulayfjord or here in the empty lands of Meriandor, which they infused with some more life and power, and made a tribe of Elves from Lagon relocate themselves to. But as Humans dwindle, so does income, and the Meriandor Dwarves have to travel further and further to make ends meet. It is not as bad as when wandering in small family groups and earning their pay as blacksmiths and coalminers in scattered Human villages, but the greybeards do chew their whiskers and grumble about dark times ahead.

Thoral has a population of 98 Dwarves, mostly supporting the traders’ enterprise. Tzordak’s population is 154, mostly miners, but also a heavy military presence to ward off incursions of monsters and Goblinkind from the mountains.

Berlorn is the main city and seat of the chieftain; Eitri. 448 Dwarves live here.

Human farms and hamlets surround the area near Berlorn, as the Dwarves need food and cavalry to guard their settlements and caravans. And while the Dwarves are the minor partner of the alliance in Sulayfjord, in Meriandor, they are more in control though- just like the Elves of Eryn Elmoth- they have sworn fealty to the Duke. Also just like the Elves, they are free of military service in exchange for taxes, and largely left to their own devices.



Dwarven civilisation blossomed before the human one, and their main stronghold fell before it as they dug too deep and awoke something really terrible. The survivors spread to the east and north as they did not want to live in Hyarlondie lands, where they would be at the mercy of this dwindling, but still strong, empire. Here they founded new strongholds in The Wildlands, but as evil tribes, Goblinoids and Dragons pushed in and supplanted the Northmen barbarians there; pushing them into the Hyarlondie realm, then exploiting the breach themselves; the Dwarven strongholds fell as well. Often with few survivors and little treasure and records left. Thus few memories of the original great stronghold(s) survive, only vague memories of a name, or not even that. These were the wandering years, but eventually some surviving clans settled in Meriandor, where they found good mining and some trade. Currently Eitri is sort of the chieftain there, but though he is a descendant of the Dwarf kings of old, he refuses to call himself king and his rule is flat and informal.

Thoral/Celeb-Ost

Behind a spur in the East part of the Berenheim Range lies a Dwarven settlement in an old Human silver mine. As the Dwarves discovered the silver, in contrast to the Humans a millennium before, they delved a settlement into the rock and started to mine.





These peoples have merged well into a single culture of longbowmen and knights, mages, priests and artists. Because of the many non-human inhabitants of this kingdom and the Elven blood in some of the families, there seem to be more mysticism and magic than the other countries. Outside of Hyarlondie, no country produces so many magic-users of various kinds as Rishail. The kingdom is formed by four duchies, with the King ruling from the original Grathmar lands in the northern parts of the Kingdom. The Duchies are quite different, see the description of the country’s history above for their description. Rishail are of above average size and can have all shades of hair, but with light skin and eyes. In Igor there is a larger similarity to the Dunmen and in Grathmar to the Norse. They are larger than average, with men averaging 6’/180’ and women 5’8’’/135’. Lifespan is 60- 100 years





13.1.1 Military Forces of Eryn Elmoth

Most of the Elves of Eryn Elmoth can fight or use magic in defence to some extent, having mostly lived centuries. And about half have good martial skills. Further, as they live deep in the forests, any intruders will have to pass through the magically confusing and entangled ways, and magical woodland beings. But otherwise the only dedicated defence force is The Scouts of Mablung. The other 80- 100 Elves with combat ability can be created to suit the GM’s taste and needs (if you need a high lvl NPC Eryn Elmoth is a likely to place them, my own highest there is Azeax at lvl 13, but you do you).

The Scouts of Mablung is a group of volunteer scouts and hunters guarding the borders of the realm, and venturing out to hunt Goblins and other monsters. Their number is 25, and they are all variations of Rangers, Rogues and Bladesingers with multiclasses that are very proficient in tracking, hunting, scouting, hiding, misleading and attacking from ambush. Over the last months before the campaign starts, the Scouts have noticed an increase in Goblin activity, that they are more organised, and that a group of Hobgoblins with a red “Mohawk” seems to have turned up and taken charge. And the scouts have started pushing back, and some of them have joined Mal’Bro’Sac and Ereinion (a young Human Man living with the Elves) in hunting the Goblins in the Wilderness between Eryn Elmoth and Harpy Woods.

The Scouts are lvl 3 – 7, with Mablung himself being lvl 9.



13.12 Military Forces of Amrill

The Garrison of Sir Adalberth consists of 15 Archers and 10 Spearmen. This is enough to man and protect the castle, but too few to effectively patrol the town and countryside sadly. The troops are all well-trained, experienced and motivated, with the two leaders; Samkin Ailward and “Black” Simon of Heswick both veterans of years of campaigns under the last king and in Arbonne. The troops are lvl 2 – 5 fighters, and both Simon and Sam at lvl 6.

The Levy/Militia the militia of the village consists of a man able to bear arms from each household, plus a few volunteers. They train with Warbows every Sunday for 1- 2 hours, and occasionally some basic drilling with spears. They range hugely in quality, from young, inexperienced farmboys to Tad Oakbeam the Innkeeper, who is a veteran of several campaigns. If the village and garrison lacks something, it is skilled scouts and Magic Users. Only a handful of hunters are skilled in the wilderness though everyone has some skill, and the only Magic Users are Leyah The Witch and Father Jacques The Cleric. The Levy is lvl 1- 2 Fighters and/or Rangers (the few hunters), with a few NPCs being much higher. The Militia totals around 150 – 220 Men.



13.13 Military Forces of The Dwarves

Dwarven forces consists of a core of heavy infantry and crossbowmen, backed up by a force of Human scouts and archers from the Human villages around Thoral and Berlon. In times of need this is supported by a militia of both peoples trained and organised much as that of Amrill, but with only half the number of Humans.

Berlon has 64 Guardians; 30 Hv Infantry, 30 Arbalistiers, 4 Scouts. And 49 Human Auxilia. Thoral has only seven Guardians, but 21 Human Auxilia. There is only the occasional monster to guard against, but they also keep the Berenheim Pass safe in coordination with Mablung’s Scouts. Tzordar has a heavier military presence with 49 Dwarves and 21 Humans to guard against things both from the mountains and The Underdeeps. Dwarven Guardians are lvl 4, NCOs and commanders higher; Eitri is lvl 9. The Human Auxilia is lvl 2-4. Just like in Eryn Elmoth, the Dwarven mines will hold more powerful Dwarven NPCs, and the GM can insert those wished.



13.14 Military Forces of Harpy Woods

So what are these app. 400- 500 defenders of Nan Uial up against? At the start of the campaign, the mountains in the East



Guilds:

The “Palthturini” (El. “Blademasters”); Though they are from Hyarlondie and Calednarhon, members of the “Palthturini” (El. “Blademasters”) will sometimes be encountered in Kythain (not often, as there are only 15- 25 Palthurini in total). They are a guild of swordsmen in Hyarlondie and Calednarhon with strict entrance requirements. They have fencing schools in some major cities, and in Calednarhon the authority to certify who gets to have the prestigious titles of “Doppelsöldner/Atpaitye” and “Palthtur” (Blademaster). In Hyarlondie they advice the local Ernilli and King on the subject. The Atpaitye carry the fearsome Greatsword with a five-pointed star engraved in its blade, the Palthtur any blade with the Swordsman constallation. Any imposter or user of the Greatsword not a member of the guild will be treated accordingly (often harshly). People outside the Guild allowed to use a Greatsword are nobility, The Wardens of Dor Ermyn, and Elves. The Blademasters are the Guild Leaders, with an informal council held annually, but any swordsman of skill can apply to be a member of the guild, and/or get training- for a price.

- The test to be Atpaitye consists of showing your skill singly and in formation against other members of the guild and the Blademaster of that Guildhall. In game terms, a +6 To Hit without weapon bonuses is applied, but the GM should of course roleplay the test for his prospective Atpaitye.

- The test to be called Palthturini consists of fighting three different people already of that rank, chosen by the guild, and proving your skill (a loss is likely and expected, and does not mean you will not attain the rank; you merely have to show exceptional skill. In game terms the player trying for the rank needs a +9 to hit with no modification (so only Proficiency and Ability Bonus, so f.ex. +4 and +5). If successful, the Blademasters will teach you a “Blade Form” each (to be used for a minute once per Long Rest per five levels of Martial Class from your ascension, only use one at a time, but can be combined with Battlemaster Maneuvres). The GM chooses from the following:

Cat Crosses the Courtyard; a swift yet elegant form, your fast moves dazzle your opponents, in this form, you provoke no Opportunity Attacks.

Protecting a Lady (2-handed blades only); You dedicate your attacks this round to protecting a “lady” who will crouch at your feet while your whirl your sword to protect her/him, adding your “To Hit” to their AC and giving them advantages on saves. Both of you can move together, but only half speed.

Rain in High Wind; Once per Round, you can halve the damage from a melee attack that you can see.

Water undercuts The Riverbank; Using this Form, you add 1d6 damage and the enemy has to roll a Dex Save against your Dex/STR Bonus + Prof Bonus + 10 or fall prone (so much like the BM Trip Attack but more effective if less damaging).

The Swallow takes Flight; In this Form, you have +2 to your AC

The Viper flicks its Tongue. In this Form, rolls of 17, 18 19 & 20 are all Crits.


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Amrill

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