Duchy of Everwatch
| Formal Name: | Duchy of Everwatch |
| Ruler: | Duchess Katalin Vadild |
| Motto: | “Astra inclinant, non necessitant” # |
| Government: | Feudal within Divine Empire |
| Capital: | Everwatch |
| Major Settlements: | Osendon, Volingdorf & Stonehaven |
| Resources: | Farming, Fishing & Trade |
| Population: | 269,830 (10% urban) ~ 90% human, 5% half-humanoid, 5% others |
| Languages: | Common with Orc & Goblin |
| Common Alignment: | Neutral Good, True Neutral |
| Major Religions: | Pelor (NG), Berei (NG), Old Faith (TN), Heironeous (LG) |
| Allies: | Knights Heroic of Heironeous, Druidic Conclave |
| Enemies | Humanoids, Church of Hextor |
# Draconic, “The stars incline; they do not determine”

Everwatch is a resurgent western province of the Divine Empire that was a mere two years ago on the edge of collapse and conquest by humanoid invaders. Only the leadership of the Duchess and the heroism of brave adventurers saved the region from destruction. Now the Duchy of Everwatch is a dynamic regional power in the Western Empire controlling newly liberated lands in Harmonias Province and with the Earl of Aelfshaw offering fealty. The Duchy has new found respect and a higher standing in wider civilised lands. The Ducal Army is a tested force with hard fighting experience forging it in to an effective weapon. The leadership, heroes and supporting Knights Ducal have given solid direction to the forces and are capable and confident. The cause of Everwatch became a popular one and many rallied to her banner of honour and decency.
Prior to the Higher Wars a watch tower was established by the Western Elves to observe the actions of their neighbouring Orcs. The watch tower was called Everwatch and the Orcs resident of what is now the March of Harmonias. The region was of little real interest save to the Elves of Gor’Vanim, which is now the Folly Wood but was then called the ‘Flowering Beauty’. When Kaegor rebelled the garrison of Everwatch declared for him and the tower fell to the humans. Under Kaegor the area was made a Duchy and given to his loyal follower Boniface Balder whose family ruled for close to two hundred years. The Balders developed their duchy well but fought for Emperor Kaegor XIII against Innocence in the popular revolt of 202 I.Y. When Divine Emperor Innocence was crowned he disposed the Balders and appointed his low born but gifted lieutenant Jeremy Vadild as Duke of Everwatch. The Vadilds have ruled Everwatch for over 150 years but almost lost the province on the last day of 359 I.Y. to a suprise humanoid attack.
Recent History
On the night of the New Year's Eve celebrations the Orcs and their allies used subterfuge and even, it is said, plain treachery to storm the defences of Everwatch Castle. It was a pyrrhic victory for the Orcs who suffered awful casualties but it also shattered the Duchy’s defences. Duke Rocco and all his family where in the castle when it fell with only his youngest daughter, Katalin, absent. The Orcs where from Fallen Haemonias across the southern border and they set about burning and looting the lands around the castle. They failed to press on and allowed the last remaining Vadild to return and take control. Though young and inexperienced Lady Katalin rallied the remaining forces and persuaded the Knights Heroic of Heironeous and the Divine Marines of the Imperial Navy to come to her aid. The famous Gilded Blade adventurers brought part of the 13th Legion from Helgorforth to go on unofficial leave and join her. Lord Oyston from the Earldom Aelfshaw organised a crusade and supplied both men and money. Her alliance of disparate forces held out.
In late spring of 360 I.Y. the Orcs where attacked to the south of Everwatch and Lady Katalin’s first victory was won. This turned the tide and put the Orcs on the defensive and made her famous through out the Divine Empire. Other provinces sent aid and the momentum changed. It was then that another adventuring band led by Douglas and Daemagil of the Gilded Blades entered the Screaming Forest to seek the Elven Crown of Ancients. What occurred there is uncertain but what is known is that it lifted the magical curse that kept the goblinoid horde imprisoned with the woods. The horde spewed forth attacking all around the Screaming Forest. The 13th Legion at Helgoforth took heavy casualties and Glory Field Abbey withheld the enemy at a cost. The forces of the Duchy of Everwatch were warned by Estrildis, the famed beautiful bard, and had time to rally. They joined with a cohort of men from the Barony of Maelfasan on their way to help Lady Katalin. At the Battle of Heroes’ Folly the goblinoids were defeated and driven back to their old prison wood. Less than two weeks later Lady Katalin and her allies fought the Battle of Galgortha at Orc’s Cleft were her forces when again victorious. Only the interference of a newly arriving Imperial Adjudicator prevented her from assaulting the City of Galgortha. However the adjudicator did bring approval of Katalin’s position as Duchess of Everatch and the human troops did slaughter many humanoids encamped around the city.
As mid-summer approached Duchess Katalin took her closest friends and companions in to the heart of the old Screaming Forest to an ancient old lore site from the time before the coming of the Elves. There a great conclave of druids met and tested Katalin’s worth in their eyes where she is said to have sacrificed herself to the old ways. Little else is known save that the druids declared for her and cast magics turning the woods to a more benign manner and making it a poor sanctuary for the humanoids. Duchess Katalin and her companions left the wood and none have talked of matters since.
By late summer of 360 I.Y. the Duchy was saved and the campaign to defeat the Orcs moved in to the March of Harmonias.
Duchy of Everwatch Settlements
Bonran
Small Town: Alignment: NG, Population: 1,400, Mixed (95% human, 3% dwarf, 2% other). Language: Common, Religions: Pelor & Zilchus, Authority figure: Bishop Oriforth of Pelor (human male, cleric) and Kynith Dovian (human, male, merchant).
Bonran, once a quiet and charming market town, now stands as a place of gradual recovery and peaceful return to its former way of life. Nestled in the heart of the Duchy, Bonran had long been known for its picturesque, ivy-covered town wall and its reputation for good inns and friendly folk. This tranquil town was the personal holding of House Vadild and boasted a solid keep and comfortable barracks for its garrison. For a brief period, following the upheaval caused by the humanoid invasions, the Duchess moved her court to Bonran, bringing with her a surge of refugees. However, with the recapture of Everwatch and the stabilization of the region, the influx of refugees slowed, and the Duchess's court returned to its original seat. Despite the hardships of the recent war, Bonran is now returning to its peaceful, comfortable ways. The bustling market square at the centre of town, once filled with refugees and military personnel, is once again home to local traders and familiar faces. The impressive Cathedral of St. Jalnir the Gentle stands as a symbol of the town’s devotion to Pelor, the healing god. The cathedral also serves as an infirmary, offering both spiritual and physical healing to those in need. The church's presence provides comfort to the people of Bonran, bringing a sense of continuity and hope to a town that had seen so much disruption.
Next to the cathedral lies a large shrine dedicated to Zilchus, the god of commerce. This shrine plays a key role in the success of Bonran’s weekly markets, with Zilchus's clergy running and promoting the trading events that bring the town its vibrant economy. These markets have grown once more, filling the town with energy and an air of prosperity, as traders and merchants from all over the region gather to exchange goods and stories. To the northwest of the town lies a large and sprawling temple complex dedicated to Berei, the goddess of agriculture and farming. This complex includes extensive barns and warehouses, reflecting the importance of farming and the bounty of the surrounding lands. It is here that many of the town’s agricultural goods are stored and blessed before being sent to market, ensuring that Bonran’s reputation as an agricultural centre remains intact.
Bonran is also home to three excellent inns, each known for their warmth and hospitality, ensuring that travellers find a welcoming stop in the heart of the Duchy. One notable establishment is Mermador's shop of "Magicks and the Like," a curious little store that attracts those interested in arcane wonders and mysterious artifacts. The town is also home to a small but lively community of Dwarven alchemists who have made their mark on Bonran’s economy with their expertly crafted potions and concoctions. The town is well defended by a company of heavy infantry, the 1st Ducal Spear, who garrison the Vadild Keep and its surrounding barracks. These soldiers provide a steady presence in the town, maintaining order and ensuring the safety of Bonran’s citizens, though the peaceful environment means their presence is often more ceremonial than necessary.
In addition to the town's peaceful atmosphere, Bonran also has a thriving merchant guild led by Kynith Dovian, a respected businessman with a keen eye for commerce. Kynith is the patron of the town's small but esteemed library, which houses a collection of scholarly texts that provide both practical knowledge and historical insight into the region's past. His influence extends beyond Bonran's borders, as he also sponsors several adventuring bands who aid Duchess Katalin in her causes. Among these adventurers, the Gilded Blades stand out as the most successful, with their deeds and accomplishments becoming the stuff of local legend. As Bonran continues to recover from the war and return to its quiet rhythms, it remains a place where the community thrives on its peaceful traditions, strong faith, and respect for commerce. It is a town that honours its past while looking toward a future filled with growth, prosperity, and continued loyalty to the Duchess and House Vadild.
Further Information on the Town of Bonran
Osendon
Small City: Alignment: LN, Population: 7,200, (85% human, 5% half-elf, 5% dwarf, 3% elf, 2% half-humanoid). Languages: Common, Religion: Xerbo, Authority figures: Admiral Amarii (human, male, military-governor).
Osendon, a vibrant and cosmopolitan settlement, is the most diverse city in the Duchy, boasting a unique blend of cultures and influences, especially in the wake of its strategic importance during the recent conflicts. Home to the 2nd Squadron of the Western Divine Fleet, Osendon is a key naval hub, with Admiral Amarii at the helm. The city is located on the coast, making it a crucial port for trade and defence, and its harbour is guarded by two sleek war galleasses, ready to patrol the waters and defend against pirates and Blood Isler raiders. The city's centrepiece is an ornate temple dedicated to Osprem, the goddess of sea voyages, ships, and sailors. This majestic structure serves as both a spiritual and practical focal point for the sailors and seafarers who pass through Osendon, offering them blessings for safe journeys. The temple is a testament to the city’s maritime heritage and serves as a symbol of the resilience and fortitude of the sailors who defend its shores.
In addition to the temple, Osendon boasts a large and thriving market run by the followers of Zilchus, the god of commerce. This market is a hub for trade and economic activity, attracting merchants from across the Duchy and beyond. The city’s status as a centre of commerce and maritime trade ensures its prosperity, even in times of relative peace. The merchants in Osendon are well organized, and the market is known for its goods from far-flung places, including exotic spices, rare textiles, and fine shipbuilding materials, all of which contribute to the city’s cosmopolitan atmosphere.
Admiral Amarii, a seasoned and respected sailor, is the figurehead of Osendon’s leadership. With years of experience navigating both the seas and the political landscape, the Admiral’s leadership is both pragmatic and ambitious. Though he controls the city, having declared martial law in response to the humanoid invasions, his leadership has been widely accepted and supported by the citizens. His marines and sailors fought valiantly on multiple occasions against the humanoid forces, and his popularity soared as a result. In the aftermath of the war, with peace slowly returning to the region, Admiral Amarii offered to return control of Osendon to the citizens, but the people, deeply loyal to him, declined. His leadership continues, as the citizens trust his steady hand and dedication to their well-being. A regiment of Divine Marines remain stationed in the city, ensuring its protection. The galleasses, powerful warships with their sleek design, serve as both deterrents and active patrols, safeguarding the waters and ensuring that no pirates or raiders threaten Osendon’s vital maritime trade routes.
During the conflict, there were rumours that Duchess Katalin might marry Lazlo Amarii, the Admiral’s charismatic son and a rising star in the naval ranks. However, these hopes were dashed when Lazlo tragically died in the Battle of Naugard. The loss of his son deeply affected Admiral Amarii, leaving him a more sombre and introspective figure. He has remained dedicated to the people of Osendon, but his bitterness towards Lord Douglas of Stonehaven has grown. The Admiral believes that Lord Douglas, who was also on the battlefield, abandoned the fight and fled, leaving Lazlo and his men to face their doom. This animosity is compounded by Lord Douglas’s own efforts to build a powerful fleet, and tensions between the two men are likely to escalate as they find themselves vying for control of naval power in the region.
Despite these personal losses and political tensions, Admiral Amarii remains a staunch ally of Duchess Katalin, fiercely loyal to her cause. His leadership has been crucial to Osendon’s survival and recovery, and his military expertise continues to be a valuable asset to the Duchy. However, the unresolved conflict with Lord Douglas of Stonehaven looms large, and it is only a matter of time before their rivalry might come to a head. In the meantime, Osendon continues to thrive under Admiral Amarii’s rule, enjoying the peace that has returned to the province. With its cosmopolitan nature, strategic location, and formidable defences, Osendon remains one of the Duchy’s most important cities, a symbol of resilience and the enduring spirit of its people.
Milton
Small Town: Alignment: NG, Population: 1,770 (85% human, 8% halfling, 5% dwarf, 3% half-orc, 2% gnome, 6% half-elf), Languages: Common & Halfling, Religion: Berei, Authority figure: Baroness Gerda af Staller (human female, aristrocat)
Milton, a prosperous agricultural town nestled near the border with Aelfshaw, stands as a testament to resilience and recovery in the wake of the recent humanoid war. Known for its bountiful harvests and strong community ties, Milton has long been a vital hub in the region, serving as a centre for both agricultural production and spiritual devotion. The temple to Berei, goddess of agriculture, family, and home, anchors the town, symbolizing the deep connection the people have to their land and their faith. The war, which took a heavy toll on the town, drained much of Milton's able-bodied men who volunteered to fight under Duchess Katalin. This had left the town vulnerable, but with the war’s end, the return of these men sparked a revival. The town has healed with farmers returned to their fields, families reunited, and the marketplace returned to its lively bustle.
The Staller family, the town’s most prominent and influential family, has played a crucial role in this recovery. Baron Jasper af Staller, the patriarch, is a dedicated and loyal supporter of the Vadild family, particularly the heir to the late Duke Rocco, whose death left a power vacuum in the region. Jasper was a lifelong friend to the Duke and, more than just a noble vassal, he was a trusted confidant, fighting alongside the Ducal forces at the Battle of Heroes Folly, where his leadership helped repel an invasion of goblinoids that threatened the region. In recognition of his efforts during the war and his continuing service to the realm, Baron Jasper has been appointed Governor-General of Harmonias, a prestigious position that has further increased his standing and influence. His eldest son, Hyatt, who had hoped for a marriage to the Duchess, now finds his own future tied to the shifting dynamics of the political landscape, but his loyalty to his family and the Vadilds is just as strong as his father's.
Volingdorf
Large Town: Alignment: LN, Population: 5,755 (95% human, 5% others), Languages: Common, Religion: Zilchus, Numerous, Authority figure: Darcy Farseer (human, male, governor)
Volingdorf, once a bastion of fishing and agriculture, has transformed into a dynamic and prosperous commercial centre along with its modest but important boat yard. The town's bustling merchant guilds and the thriving temple to Zilchus, the god of prestige, money, and business, have made it a vital player in the region's economy. Volingdorf’s strategic location along trade routes and its history as a key economic hub have allowed it to weather difficult times, but it has not been without its struggles.
Historically, Volingdorf was the seat of the Balder family, who ruled the Duchy before House Vadild's rise to power. Despite the change in leadership, the influence of the Balder family lingered in the town, especially among the merchant class. This influence took a darker turn when, following the collapse of the border, a cartel of merchants led by Henry Balder refused to acknowledge the authority of Duchess Katalin. Henry Balder, a professed priest of Trithereon, the god of individuality and liberty, gained a following through his charisma, but his actions were far from what his faith would condone. In truth, Henry Balder used charm magic to enslave much of the town’s populace, coercing them into supporting his reign. The town remained under Henry Balder's control until he was eventually killed, and Volingdorf's citizens were freed by a group of adventurers. It was only after his death that the shocking truth came to light: not only was Henry a false priest of Trithereon, but he was secretly a devotee of Erythnul, the god of hate, malice, panic, and slaughter. Worse still, he had been masquerading as a member of the once-powerful Balder family in an attempt to legitimize his control over the town. The revelation of his treachery shattered the town’s sense of trust and unity.
In the aftermath, Duchess Katalin sought to repair the damage that had been done, both economically and socially. To restore order and ensure that Volingdorf could recover from its ordeal, she appointed the Honourable D’arcy Farseer as the new governor. D’arcy was the third son of Sage-Lord Brisius Farseer of the Athenaeum of Haden, a well-regarded scholar and political strategist. His appointment was strategic: his wisdom and diplomatic approach, combined with his strong connection to House Vadild, made him an ideal candidate to restore stability to the town. Governor D’arcy worked tirelessly to rebuild Volingdorf, re-opening the temple to Zilchus, which had been abandoned during the time of Henry Balder's rule. He focused on restoring the town's commercial prosperity, revitalizing trade, and bringing back the prestige that Volingdorf had once enjoyed. With the support of the local guilds, the town's economy began to recover as trade flourished once more. In addition, D’arcy sent troops to aid Duchess Katalin in maintaining order and defending the Duchy from further threats.
Now, two year after the war's end, Volingdorf stands as a thriving and bustling town once more. The economic boom that followed D’arcy's efforts has reinvigorated the local fishing and agricultural industries, and the merchant guilds have found renewed prosperity. The people of Volingdorf, once shaken by the horrors of Henry Balder's rule, are once again hopeful for the future. The re-established temple to Zilchus stands as a symbol of their renewed faith in law, order, and the business acumen that helped their town rebuild from the ashes. Volingdorf, under the steady hand of Governor D’arcy Farseer, is poised to continue its growth as a cornerstone of commerce and trade in the region.
Ima
Small Town: Alignment: NG, Population: 1,100; Mixed (79% human, 9% halfling, 4% half-elf, 3% dwarf, 2% gnome, 2% half-humanoid, 1% elf), Languages: Common & Halfling, Religion: Pelor Numerous, Authority figure: Radiant Mother Dorika (half-orc, female, cleric)
Ima, once a small village, has grown into a tranquil town, largely due to the swelling of its population during and after the war. The settlement is renowned for its serene atmosphere, largely owing to its prominent temple retreat dedicated to St. Obethiah the Tranquil, a revered saint of Pelor, the god of the sun, healing, and light. St. Obethiah’s teachings emphasize quiet contemplation, prayer, and the solace found in silent communion with the divine. The temple is a sanctuary for those seeking peace, a place where followers of Pelor and St. Obethiah can retreat from the noise and chaos of the world to find inner stillness. The people of Ima are a harmonious mix of devoted followers of St. Obethiah, who espouse a life of simplicity, prayer, and meditation, and others who worship Pelor in various forms. The population is kind and compassionate, with a deep-rooted commitment to helping others. Many of the residents are drawn to Ima for its peaceful nature and the chance to lead a life of tranquility, far from the conflicts and stresses of the outside world.
During the war, Ima's role as a sanctuary for those in need became even more pronounced. The settlement expanded as many displaced individuals, including soldiers and civilians from the frontlines, sought refuge in the town. The temple, already a centre for healing and peace, responded to the needs of the wounded and suffering by constructing a large infirmary, which quickly became a vital part of the town. The infirmary not only tended to the physical injuries of returning veterans but also offered spiritual and emotional support, providing a safe haven for those who had witnessed the horrors of war. Many of the veterans who were brought to Ima after the war chose to stay, drawn by the town’s peaceful environment and the opportunities it offered for healing, both physically and mentally. A significant portion of Ima’s population now consists of these impaired veterans, some physically maimed by the war, others mentally scarred by their experiences. Despite their hardships, the veterans find solace in Ima’s tranquil lifestyle, living out their days in quiet reflection, prayer, and the comfort of a supportive community.
The town is governed by the Church of Pelor, which oversees the care of the poor, sick, and destitute. The Church is the backbone of Ima, providing not only spiritual guidance but also material support for those in need. Ima is a haven for those who have nowhere else to turn, offering food, shelter, and medical care to the most vulnerable. Its focus on care and compassion has made it a beacon of hope in a world still recovering from the ravages of war. Ima has no military garrison, nor does it seek to defend itself through force. Its protection comes not from weapons or walls, but from the strength of its faith, its unshakable commitment to peace, and the goodwill of its people. The town relies on the power of the Church to maintain order and to ensure the well-being of its citizens. For the people of Ima, the greatest form of defence is a life lived in service to others, a life dedicated to peace, healing, and the enduring light of Pelor.
Glory Field Abbey
Village: Alignment: LG, Population: 800, (95% human, 5% others), Languages: Common, Religions: Heironeous, Authority figure: Abbot Bysel (human, male, cleric)
Glory Field is the site of a preceptory-abbey of Heironeous, the LG god of chivalry, justice, honour & war. This fortified temple complex is the home to the Knights Heroic, their retainers and followers. It is a self-sufficient community dedicated to fielding the bravest holy warriors in the Divine Empire and beyond. Though the Valdilds were not declared worshipper of Heironeous, they always treated the abbey with respect and courtesy. In return Glory Field Abbey offered full support and performed great daring deeds smiting the Orcs and other enemies of the Duchy. Glory Field Abbey itself was attacked while the Knights Heroic where serving with Duchess Katalin to the south. Subjected to a desperate goblinoid assault the Abbey was only saved by selfless the actions of Helayn Roseheart, a visiting Knight Vigilant from Provius Preceptory in Veston Vale. She led the counter attack that drove the goblins back over the walls but the brave paladin paid for it with her life. The Knights Heroic enhanced their reputation throughout the Liberation Wars and Glory Field had more pilgrims than ever worshipping Heironeous in its fortress chapel.
Sadly the rise of a Hextor supported regime in Harmonias to the south was a cause for great worry for the Abbott and his flock. Appeals for aid to liberate the slaves of Harmonias province by the new rulers had been refused but caused much angst in the ranks. With the departure of the Hextor worshippers the Knights keenly re-joined the war and fought to the final victory and full liberation of Harmonias. Today the Abbey is much more peaceful though humanoid activity from Invain Province to the east in now a source of worry. Even with rumours of Duchess Katalin’s druidic practices, Glory Field Abbey remains a firm and honoured ally of the Duchy.
Everwatch
Small Town: Alignment: NG, Population: 1,725, Mixed (97% human, 3% others), Languages: Common, Religion: Old Faith & Pelor, Authority figure: Duchess Katalin (human, female, aristocrat-fighter), Sir Aedgar Wyktham (human, male, fighter)
Castle Everwatch, once a towering symbol of power and authority, now stands as a sombre reminder of the toll the recent war took on the Duchy. Originally a large, sprawling fortress, it was a critical military stronghold and the seat of Duke Rocco, the late Duke of the region. However, the castle’s storied history took a dark turn when it fell to the humanoid invaders on the very first day of the war. The once-proud structure was ransacked, and much of its outer walls and buildings were reduced to rubble. Despite the devastation, the core keep of Castle Everwatch remained largely intact, a beacon of resilience amid the destruction. After the war ended, Duchess Katalin, with her characteristic determination, led the effort to reclaim the castle, and it was slowly but surely restored, though it remains a shadow of its former self. The outer defences and outlying buildings were badly damaged, leaving only the keep as the focal point of the castle’s recovery.
One of the most harrowing tasks involved dealing with the outer gate keep, which had once served as the undead court of Duke Rocco. Following the castle’s fall, the undead forces that had once occupied the keep were dispelled, but the very walls had absorbed the lingering evil. The gate keep had to be exorcised, blessed, and ultimately demolished to rid the castle of the corruption that had seeped into its foundations. This grim task was carried out by holy orders, working tirelessly to purify the area and ensure that the castle could serve its new purpose in peace.
One of the grand outer towers has been restored and transformed into the magical retreat of Wizard Moglarta the Mighty. A longtime ally of the Vadilds, she wielded her formidable magic to great effect in numerous battles against the humanoid forces. The tower, now known as the Wizard's Tower, serves as her private residence, shared only with her apprentices. By night, eerie lights flicker from within, and occasional explosions echo through the air. However, these oddities are a small price to pay for having such a powerful wizard nearby.
The Duchess, along with her husband Wulfram and their son, now resides within the heart of the keep. While the castle may no longer be the imposing stronghold it once was, it remains a home for the royal family and the centre of power for Duchess Katalin's rule. The interior of the castle has been carefully repaired, and the rooms have been made more liveable, if somewhat austere, reflecting the challenges of rebuilding after such devastation. The Duchess’s court, though not as grand as it had been in Bonran, continues to function from Castle Everwatch, with a renewed sense of purpose, and the castle’s status as a symbol of perseverance and hope is vital for the morale of the Duchy.
Telchion
Village: Alignment: LN, Pop: 480; Mixed (60% human, 35% half-humanoid, 5% others), Languages: Common Goblin & Orcish, Religion: Bargrivyek, Authority figure: Sir Aran Dendrick (human, male, fighter) and Krayvan Sankari (half-hobgoblin male, ranger)
Telchion was an old human castle that had fallen to the Hobgoblins and Orcs decades ago to be then known as Fal’n’fort. It was home to the fierce Kal-Varzt Hobgoblins who used it to raid Everwatch and the other humanoid tribes of Fallen Harmonias province. They were led by Geznem a wily old hobgoblin with a sordid taste for human female concubines through whom he sired at least twenty acknowledged male offspring. Though arrogant Geznem was crafty and limited his raids on the Duchy of Everwatch in case he became too much of a nuisance and caused a punitive raid in response. Indeed some half-bloods and hobgoblins enlisted in the Ducal Scouts and served the Duchy on the border. The tribe rebelled against Geznem for not taking part in the 'great attack' on Everwatch but his replacement, his own half-hobgoblin son Mulabarsh, was also secretly in the pay the Duchy. Early in the following liberation war, Fal’n’fort was captured by mercenaries led by Lord Rufus Renfrew, the godfather of the Duchess. Internal fighting and squabbling led the once proud Kal-Varzt Hobgoblins to flee without a token of a fight while others surrendered and enlisted in the Ducal Scouts.
The captured castle was in a poor condition after a long occupation by the hobgoblins and needed urgent repairs. Lord Rufus and his men worked hard to make it defendable as the war temporarily lulled. When the City of Harmonias launched a Hextor inspired genocidal attack on her humanoid blooded inhabitants many half-bloods fled to Telchion for the protection Lord Rufus offered. A thoroughly practical man, he cared nothing save his people worked hard and obeyed the laws; what they were meant little to him. Rufus established his ‘Duur Dhuugaan’, or work force, of labourers whom he clothed, fed and protected well. His stipend payments were not as generous but with the commonplace killing of humanoid bloods going on in the province, few complained. They steadily rebuilt the Castle of Telchion and the hamlet around it. Rufus and his men continued to fight in the south with great success displaying fierce loyalty and diligence to the Duchess. When the final victory was achieved, having all the remaining humanoids defeated, captured or fled, Rufus was richly rewarded with his own Southern Barony of Redwardine. Wishing to solely concentrate on his newer and richer lands, Rufus took his leave of Telchion taking his men and the bulk of the Duur Dhuugaan with him.
Sir Arran Dendrick was a new and rather junior Ducal Knight but he had performed his duties with skill and dedication while also being fluent in the customs and language of goblinoids. Telchion stood at the northern end of the Orc’s cleft, a chasm from which humanoids has sporadically erupted. The area needed to be garrisoned and watch kept on both the Cleft and the Folly Forest to the north, Sir Arran was appointed as the Master of Telchion. Working with him is Krayvan Sankari the leader of the Ducal Scouts and the half-hobgoblin son of Geznem, the old Kal-Varzt chieftain. The settlement has some of the Duur Dhuugaan labourers who remained behind to establish roots at Telchion along with a good number of humans who are too used to hobgoblin ways or have kin with them. The 2nd company of the Ducal Scouts are here guarding the border. Telchion is a rough and ready place but one full of energy and an acceptance of all.
Lochend
Village: Alignment: LN, Population: 450, (95% human, 5% others), Languages: Common, Religions: Thanus, Authority figure: Lord Wulfram Amali (human, male, fighter)
Lochend in based around a tower, Nyrlin’s Folly, in the Isthmus between the Orc’s Cleft canyon to the north east and Loch Raydan to the south west. The village is on the road from Everwatch to Harmonia and is a key position. The Nyrlin’s Folly tower also guards a deep staircase that leads down to the underdark below. To guard this crucial fortification it was granted to Wulfram Amali the famous adventuring knight and now consort to the Duchess. Lochend is a small but strategically important village, centred around the towering structure of Nyrlin’s Folly. This imposing tower stands proudly at the narrow Isthmus that connects the Orc’s Cleft canyon to the northeast with Loch Raydan to the southwest, a location of both natural beauty and military significance. The village itself is nestled along the well-travelled road that links the northern city of Everwatch with the southern haven of Harmonia, making Lochend a crucial waypoint for travellers, merchants, and military forces alike.
Nyrlin’s Folly is more than just a symbol of Lochend’s importance—it is a formidable stronghold that guards an ancient, spiral staircases carved deep into the rock, leading down into the shadowy depths of the Underdark. This underground passage is thought to be a relic of an older age, its true purpose long lost to time, but its potential for both danger and opportunity remains ever-present. The tower’s placement is no mere coincidence; it oversees this perilous descent, ensuring that whatever lies below is kept under vigilant watch.
Given its critical role in safeguarding both the village and the mysterious Underdark entrance, Nyrlin’s Folly has been entrusted to one of the most capable and respected figures in the region: Wulfram Amali. A famed adventuring knight with a reputation for bravery, cunning, and an unyielding sense of duty, Wulfram’s rise to prominence has been nothing short of legendary. His exploits across distant lands and treacherous domains earned him renown, and now, as the consort to the Duchess, his position is further solidified as one of the most powerful figures in the realm. Under Wulfram’s leadership, Lochend has become a fortified bastion, its defences strengthened and its people safeguarded from the ever-present threats lurking both above and below. With the knowledge that the tower guards an ancient, potentially dangerous passage into the depths of the Underdark, Wulfram’s vigilance has only grown, ensuring that no dark force or unwelcome visitor slips past his watch. In this way, Lochend stands as both a quiet village and a key strategic location, one that holds the balance between the surface world and the mysterious forces that lie beneath.
The Orc's Cleft
The Orc's Cleft is a vast canyon stretching over 50 miles in length and up to 10 miles wide at its broadest point. In certain areas, the cleft plunges more than a mile deep. Originally, the cleft extended nearly twice as far, but a significant portion was submerged, forming the waters of Loch Raydan. The cleft's complex network is filled with warrens, caves, and caverns, and it is rumored to house at least one hidden passage leading to the Underdark. Deep within its shadows, sinister creatures and monsters are said to prowl. Orcs, goblins, and gnolls frequently emerge from the cleft to raid nearby settlements, with only the vigilance of local garrisons preventing widespread destruction and loss of life.
The canyon is also notorious for its harsh weather. Sudden, violent gales can sweep people off its rocky walls in a heartbeat, while frigid winter frosts make navigating its jagged surfaces perilous. Thick mists create dangerously slippery conditions, comparable to ice and snow, and rockfalls are a common hazard. Once, the Orc’s Cleft was home to prosperous silver mines, but these have been dormant for decades. Mithral was also discovered in the cleft's lower levels, but the ever-present dangers of the deep have long since driven miners away, leaving the precious metal largely untouched.
Stonehaven
The Lordship of Stonehaven are the lands of Lord Douglas Thantalas and his wife, Lady Blanchefleur.
Further details are found here.
