Earldom of Aelfshaw
Formal Name: | Earldom of Aelfshaw | |
Ruler: | Earl Argun Af Lavandal | |
Motto: | Ed’ i’ear ar’ elenea! # | |
Government: | Feudal (vassal of the Duchy of Everwatch) | |
Capital: | Lilay | |
Major Settlements: | Aria, Naugrad, Graidam & Mowsul | |
Resources: | Fishing, Timber & Trade | |
Population: | 274,400 (7% urban) ~ | 80% human, 8% half-elf, 5% dwarf, |
3% halfling, 2% elf, 2% others | ||
Languages: | Common, Elven, Dwarven & Halfling | |
Common Alignment: | Neutral Good | |
Major Religions: | Berei (NG), Old Faith (TN), Zilchus (LN) & Lirr (CG) | |
Allies: | Everwatch | |
Enemies | None |
# Elven, "By the sea and stars".


The Earldom of Aelfshaw, once a region of rare tranquillity amidst political turmoil, stands at a crossroads in its history. Having been a haven of peace for centuries, bordered by the enigmatic Dwarves of the north and the reclusive Elves of Edhel, the Earldom was known for its prosperity, harmony, and cultural richness. The influence of the Higher Races, Elves and Dwarves, was far stronger in Aelfshaw than in most regions, and the local population was diverse, often with mixed ancestry, a reflection of the longstanding relationships between the various peoples.
The late Earl Arnes Salkuras, a man of both human and alleged Fey heritage, ruled Aelfshaw for over sixty years. His long reign was marked by an era of calm and wealth. The Earl’s part-Elven blood was thought to have granted him unnatural longevity, a trait passed down through his family. Despite his personal strength and wisdom, Earl Arnes never married and had no natural heirs, instead adopting his lifelong companion, Sir Jocund of Joyvess (pictured), as his successor. Jocund, a knight renowned for his bravery and loyalty was a man of humble origins and few connections to the noble class. Though he commanded the Knights of the Rose, his lack of support from the local nobility and merchant class left him at a disadvantage when Earl Arnes passed away. The death of Earl Arnes sparked a bitter and bloody struggle for control of the Earldom. Sir Jocund, despite his strong ties with the military, failed to secure the Earldom's leadership, and the province splintered into various factions, each backed by different external powers. In a desperate attempt to maintain control, Jocund turned to the mysterious and dangerous ‘Other Place’, invoking forces far beyond his control. This rash Beckoning of Mav Id’Erian summoned armies of Elves and Dwarves into the conflict, further complicating an already volatile situation.
The war that followed was chaotic and destructive, with forces from both the Barony of Maelfasan and Everwatch intervening. A notable battle at Naugard saw the Dwarves capture and then be caught off-guard, losing the fortress to Maelfasan forces, while a force from Everwatch marched toward Aria, the capital of Aelfshaw. In the end, a diplomatic compromise was reached, with the Elves voluntarily withdrawing to the ‘Other Place’ and taking Sir Jocund with them. The Earldom was left in a fractured state, with various factions vying for control.
In the aftermath of the war, Argun Af Lavandal, a respected noble with strong ties to Everwatch, was chosen as the new Earl. Known for his military service and reputation as a fair leader, Argun brought stability to the region. He relinquished his prior oath to Lord Douglas of Stonehaven and was unanimously elected to rule. Now, two years later, Aelfshaw is a much quieter and more cohesive place. Earl Argun governs with a light hand, focusing on maintaining peace and prosperity while cracking down on the widespread corruption that had taken root during the civil unrest. His leadership is popular both with the common folk and the other nobles, though challenges remain.
Argun’s son, Fitzroy, now thirteen, is being groomed to one day inherit his father’s title. Argun’s wife, Salopy, has recently given birth to their daughter, a symbol of the family's new hope and future. While the region may seem calm under Earl Argun’s rule, it remains to be seen how the newly unified Earldom will fare in the long term. The ghosts of the past still haunt the land, and the influence of the Elves and Dwarves is never far from the horizon. Aelfshaw, once a beacon of peace in a tumultuous world, now faces an uncertain future. Will Earl Argun’s rule be the dawning of a new age of prosperity, or will the old factions rise again, dragging the province back into chaos? Only time will tell.
Settlements
Lilay
Small City: Alignment: TN, Population: 10,000, Mixed (85% human, 9% half-elven, 4% elven, 2% other.). Languages: Common & Elven, Religions: Berei & Zilchus, Authority figures: High Priest Florin Gripa of Zilchus (human, male, cleric)
The centre of the Earldom is the walled city of Lilay. It was the site of a Dwarven settlement that was levelled in the Wars of Liberation fought between Man and the Older Races centuries gone by. It was rebuilt in a brutal Kaegorian style and was not renowned for its beauty. Earl Arnes appointed his long time champion and companion Sir Jocund to civilise the city. He spent considerable sums improving the aesthetics of the settlement but with limited results. It is a prosperous agricultural centre but most of all it is a booming trade centre and market for Elven and Dwarven goods. It has a temple to Berei, the NG goddess of agriculture, family, and home, but most impressive is the imposing market-cathedral to Zilchus, the LN god of prestige, money & business. It suffered little in the civil war and life has continued, pretty much as usual.
Inns & hostels in Lilay
The Aelfshaw Arms stands proudly at the heart of the city, a large, welcoming inn that has earned a reputation for being both reliable and lively. Its warm, brick façade and sturdy wooden beams give the building a rustic charm, while its spacious interior caters to a wide variety of guests. The inn boasts thirty comfortable rooms, each equipped with just enough luxury to provide a good night’s rest without the frills of the extravagant places. The rooms are modest, but well-kept, with clean linens, sturdy furniture, and a hint of homey warmth. The large bar is the heart of the inn, where locals and travellers alike gather for a drink, to swap stories, and to enjoy each other's company. The bar is stocked with a decent variety of ales, spirits, and wines, offering something for every taste. A roaring fire in the hearth keeps the room warm during colder months, and a few high-backed chairs around it invite conversation or quiet contemplation.
In addition to its fine food and drink, The Aelfshaw Arms offers a gambling room for those feeling lucky. With a few tables set for cards, dice, and other games of chance, the room is a favourite for those who like to test their fortune. The clink of coins and the murmur of conversation are ever-present here, as both the regulars and newcomers engage in friendly wagers. Though the stakes aren't as high as those at more exclusive places, there’s always a sense of thrill in the air. The Aelfshaw Arms is a place for both travellers seeking a temporary stay and locals who feel at home here. It’s a hub of community, a place where deals are struck, friendships are forged, and good times are had. Its reputation for offering decent quality at a reasonable price ensures that it remains a popular choice among all who pass through the city.
Ma Bracknell’s Boarding House stands as a stern sentinel in the quiet town, its faded blue paint a reminder of its long-standing history. A practical building, modest in both size
and decoration, it offers nothing more than what is necessary. A stable sits to the side, where horses can be tended to, a dining area in the centre where guests are expected to keep their manners in check, and 20 rooms that are impeccably tidy, with nothing out of place.
Ma Bracknel, the proprietor, is known for her unwavering rules and expectations. "No funny business under this roof," she often says, her steely eyes and no-nonsense demeanour leaving little room for negotiation. Her guests know that any violation of her strict guidelines will result in immediate consequences; whether it's a long stare or, worse, a polite but firm request to leave. Though Ma Bracknell’s Boarding House is inexpensive, its reputation for discipline and order attracts only those who appreciate structure and perhaps those who need it most.
The Velvet Cape is an establishment of unparalleled luxury, where indulgence is the standard, and only those with the means to afford its opulence are allowed to enter its velvet-lined doors. The Inn's exterior is a stunning blend of rich crimson and deep gold, with large, ornate windows that reflect the grandeur of the world inside. Its name, "The Velvet Cape," comes from the plush, draping fabric that adorns the interior, wrapping the guests in comfort and extravagance at every turn. The main hall is lit by crystal chandeliers, their soft glow casting a warm, inviting light on the polished mahogany furniture. The fine selection of wines are offered, each poured with care and paired with dishes of the highest culinary quality, ensuring that every meal becomes an unforgettable experience.
The waiting ladies, all graceful, poised, and well-spoken, glide through the dining area with ease. They engage in conversation with the guests, subtly attending to their needs with the grace of well-trained professionals. Though the prices reflect its grandeur, for those who can afford it, The Velvet Cape offers a world of luxury that cannot be found elsewhere, a sanctuary of comfort, prestige, and sophistication.
The Scratin’ Beggar, perched just outside the stone walls of Lilay, is a haven for those with ill repute, offering an affordable yet squalid refuge. Its weather-beaten wooden sign swings in the breeze, barely readable through the grime of time and neglect. A steady stream of dubious figures drift in and out, each bringing with them a mix of misfortune and unsavoury deeds. Inside, the air is thick with the stench of stale ale, unwashed bodies, and the faintest hint of something far worse. The common sleeping room is filled with a motley assortment of drifters, thieves, and vagabonds, some snoring loudly in their threadbare blankets, while others huddle together in hushed conversations, eyes darting around suspiciously.
The half dozen private rooms are rented out to those who seek some semblance of privacy—or perhaps just a little quiet for their deeds. These rooms are far from luxurious, their walls thin, the floors creaky, and the air musty with years of neglect. Whether one rents by the night or the hour, it doesn't much matter—the grime, the disrepair, and the occasional scuffle are all part of the experience. In the corner, an aging bartender serves cheap liquor, his face a permanent scowl from years of enduring the worst of humanity. The Scratin’ Beggar is no place for those seeking comfort or safety. It’s a refuge for the desperate, the outlawed, and the forgotten. If you're passing through Lilay and you don't mind a little company of the most unsavoury kind, you'll find no better, nor cheaper place to stay.
The Weeping Virgin is a notable establishment in the region, perhaps due to its somewhat mysterious reputation and the colourful individuals who frequent its walls. Situated off the centre of the bustling town, the inn draws in those seeking respite from their daily lives. Its worn, yet welcoming atmosphere, punctuated by the faint scent of aged wood and lingering smoke, appeals to a broad spectrum of people. It has earned a reputation for being a place of solace or indulgence, depending on one's needs. The inn’s name, “The Weeping Virgin,” carries with it a certain level of mystique. While some may attribute it to a religious icon or tragic past, few truly understand its origins. Some say that it refers to an ancient portrait hanging above the hearth, a woman with a sombre expression, gazing downward, a single tear trickling from her cheek. Others think it simply refers to the discontent of those who seek temporary comfort within the inn’s walls.
The Main Hall is always lively, with the hum of conversation filling the air. Wooden tables, flickering lanterns, and the clinking of goblets create a warm, yet almost melancholic ambiance. Many come here to nursing their drink and quietly reflecting on the pain or satisfaction of their past. While most of the business takes place in the open hall, the inn also offers discreet rooms for those who seek privacy, whether for matters of business, secrecy, or personal indulgence. Talented bards or minstrels perform, adding to the mood of the space. For some, it’s an opportunity to forget the world; for others, it's a moment to reflect on the cost of their future or past actions.
The establishment serves a particular set of patrons such jaded male nobles and wealthy merchants tired of pretence and the constraints of their status. The Weeping Virgin allows them to momentarily let down their guard and interact with others on a much more personal level. Since the Civil War and the Demi-Human invasion, the inn has adapted to a shifting clientele. The war, which devastated the province, caused some nobles to lose their estates and forced travellers to rethink their routes. Despite the upheaval, the Weeping Virgin has maintained its presence as a hub for those seeking refuge or simply looking for a place to drown their sorrows. Its ability to survive and adapt speaks volumes about its importance, both as a place of community and as a safe haven for those who don't quite fit into society's mold.
Mowsul
Small Town: Alignment: TN, Population: 1,200, (95% human, 5% other). Languages: Common , Religions: Old Faith, Authority figures: Lord Dowar (human, male, warden)
Mowsul is a quaint yet bustling market town nestled in the shadow of Old Hill, a landmark that holds both a rich history and an air of mystery. The town, though small, plays a vital role in the regional economy due to its thriving grain and timber trade. The fertile lands surrounding Mowsul provide bountiful harvests, and the nearby forests are carefully tended to provide high-quality timber for building, crafting, and trade. Despite its focus on these two primary industries, Mowsul has developed a surprisingly diverse market, offering a range of products from pottery and textiles to livestock and imported goods from neighbouring towns and distant lands. The market square hums with activity, as traders, farmers, and townsfolk gather to buy, sell, and barter.
The most prominent feature of Mowsul’s landscape is Old Hill, a towering rise that dominates the town’s skyline. The hill was once a sacred site for ancient humans, and the ruins atop it are the remnants of a sprawling and intricate temple complex that was once a centre of worship and divine contemplation. The ruins, now levelled and weathered by time, are a haunting sight, a testament to a forgotten era and a reminder of the power of the Higher Races who arrived centuries ago and tore down the ancient structure. Despite its ruinous state, the site is still of great interest to historians, scholars, and those drawn to the mystical and spiritual history of the land.
Beneath the hill, however, lies something far more enigmatic. A vast network of catacombs sprawls under the earth, stretching deep into the heart of the hill. The upper levels of these catacombs have been explored extensively and are now a local attraction for both visitors and those with an interest in ancient art. The walls of the catacombs are covered in intricate and vivid cave art, depicting scenes from long-lost times, gods, creatures, rituals, and symbols that seem to speak of a forgotten culture. These mysterious works are the subject of much debate and speculation, with many theorists and scholars making pilgrimages to Mowsul just to study them. However, the deeper levels of the catacombs are another matter entirely. These lower chambers are magically sealed with powerful wards and glyphs designed to prevent anything, be it human, creature, or spirit, from descending into the depths or emerging from them. It is said that the wards were placed by ancient guardians to keep something imprisoned below, though no one knows exactly what lies at the very bottom. The fear of what might be down there, combined with the powerful enchantments, has kept the lower levels off-limits to all but the most daring, and the townspeople often speak of strange, unexplainable noises that echo from the depths when the winds are just right. These whispers fuel the legends surrounding the catacombs, and the place is often regarded with a mix of awe, curiosity, and unease.
Despite these eerie stories, Mowsul is a peaceful town, but one with a deep connection to the ancient Old Faith that once dominated the region. Every year, during the solstices and equinoxes, worshippers of these old religions gather atop Old Hill to perform ancient rituals and celebrate the turning of the seasons. These ceremonies are rooted in deep reverence for the land, the celestial bodies, and the cycles of life and death. The gathering is a rare sight, with pilgrims arriving from surrounding regions, and during these times, Mowsul’s population swells as the town becomes a spiritual hub. One of the most intriguing features of the hill is the shaft that was dug through the earth long ago, said to align with the stars during the solstices and equinoxes. It is rumored that, during these times, the shaft reveals great wisdom to those who are present when the heavenly bodies align. This celestial event draws many to Mowsul, especially those who seek knowledge, divine guidance, or even those who wish to decipher the mysterious writings of the ancients. The wisdom revealed during these rare occurrences is believed to be transformative, though its meaning is often cryptic and difficult to interpret. The Old Faith has found a strong following in Mowsul, and as a result, the town has a higher proportion of human residents than other settlements in the Earldom. This community of worshippers is united by their reverence for the natural world, the spiritual traditions of their ancestors, and the ancient power that is said to still linger in the catacombs and atop Old Hill.
Despite its small size, Mowsul is a place steeped in mystery, history, and spirituality. Its markets are filled with goods, but its streets are also filled with stories of lost gods, forgotten arts, and the ever-present influence of the Higher Races. The townspeople live their lives in harmony with the land, their faith, and the ancient mysteries that shape their existence.
Graidam
Small Town: Alignment: LG, Population: 1,250, Mixed (90% human, 5% half-elven, 5% other). Languages: Common & Elven, Religion: Labelas Enoreth, Authority figures: Lady Marlant (female, noble)
Graidam is a coastal fishing port that blends the rich history of an ancient Elven settlement with the bustling, industrious energy of a thriving fishing community. Perched on the cliffs above the churning sea, the town is a breathtaking sight, its stone buildings and winding streets hugging the rocky shore. The town's deep ties to the old Elven legacy are evident everywhere, from the elegant, sweeping architecture to the boat yards that once crafted vessels for the Elven aristocracy but now serve the hardworking fishermen of Graidam. The boat yards, weathered but still impressive, are filled with sturdy fishing vessels that are crafted with both practicality and beauty. The town's fleet of fishing boats is prosperous, drawing attention from nearby ports, and its exports of fish and seafood are renowned for their quality.
At the heart of Graidam, the old Elven Tower rises majestically, a centuries-old structure that has withstood the test of time. Its graceful spires and delicate carvings are a testament to the skill of the ancient Elven architects who built it. The tower is said to be the twin of the Tower of Light in Resplendent Dunostia, both symbols of Elven influence and beauty, standing tall against the vastness of the sea. From its windows, the tower offers sweeping views of the port, the waves crashing below, and the horizon stretching endlessly.
Within this tower lives Lady Marlant, the reclusive third Lady of the Marlant family. She is the granddaughter of the first Lady Marlant, a revered figure in history, known for her deep friendship with Emperor Innocence before his ascension to the Divine Throne. Lady Marlant is a figure shrouded in mystery, seldom seen by the townsfolk, yet her presence is felt in the settlement through her influence on the town's governance and its prosperity. The day-to-day affairs of Graidam are managed by Ayesha, Lady Marlant’s daughter, a widow who, despite her name being the same as her mother’s, is a vibrant and active participant in the community. Ayesha’s leadership has ensured that Graidam remains a fair and orderly place, with a focus on maintaining a sense of harmony and goodwill among its inhabitants. Her commitment to her people is reflected in the well-funded orphanage, which is a source of pride for the town. The orphanage, run with care and compassion, provides a safe and nurturing environment for children who have lost their parents to the sea or other unfortunate circumstances. It is a place where the future of Graidam is nurtured, and the town's values of kindness and community are passed down to the next generation.
The people of Graidam are known for their warmth, kindness, and generosity, always ready to lend a hand to those in need. They are hardworking folk, with a deep respect for the sea and the bounty it provides, but they also understand the importance of family, community, and fairness. One of the most beloved establishments in Graidam is the Ahasver Inn, a popular spot for both locals and travellers. Known for its excellent food, cozy atmosphere, and reasonable prices, the inn has earned acclaim far and wide. Even the priests of Zilchus, known for their reserved and calculating nature, have praised the inn for its value for money and quality service. The inn is always full of life, with sailors, travellers, and locals alike gathering to enjoy a warm meal, share stories, and raise a glass to another day of hard work and prosperity.
In Graidam, the sea provides, the people thrive, and the legacy of the Elven heritage continues to watch over them, ever-present in the towering spires of the ancient tower. It is a town that honors its past while looking toward a bright future, with the warmth of its people and the beauty of its surroundings offering a haven for all who pass through.
Lavender Hills
The Lavender Hills, located in the heart of Aelshaw, are renowned for producing the finest lavender in all the lands, a crop so treasured that the Elves of Edhel-Duntolas have declared it unmatched in quality. The lavender from these hills is coveted across the Straits, particularly in the guarded Elven port of Resplendent Dunostia, where it is traded at great value. The lavender is said to possess a subtle, almost mysterious magical quality, which contributes to its unparalleled fragrance and potency. This unique trait is a found only in the Lavender Hills and other outsiders who attempt to sell lesser varieties of lavender to the Elves are met with disdain, for the Elves take a harsh view of anything they deem to be beneath their standard.
The Lavender Hills themselves remain a largely wild and untamed place. The lavender grows freely in its natural state, unfarmed and untouched by the hands of those seeking to cultivate it through methods of agriculture. Attempts to farm the lavender efficiently have been disastrous, as the quality quickly deteriorates to that of the more common, lesser varieties, rendering it worthless in the eyes of the Elves. Thus, the lavender must be harvested with great care, in harmony with the natural rhythm of the land.
No permanent settlements exist within the Lavender Hills, as old stories speak of the region being haunted after dark. While there is no evidence to support these tales, they persist, adding an air of mystery and superstition to the area. Despite this, bands of ‘licensed’ pickers from Sington venture into the hills at the appropriate times, carefully harvesting the lavender and ensuring that it is brought in before dusk falls. These pickers are skilled and know the land well, understanding the importance of leaving the lavender undisturbed and returning before the dangers, real or imagined, of the nightfall can reach them. The Lavender Hills remain a place of quiet reverence, where the delicate balance between nature and tradition is upheld, and where the Elves' insatiable demand for the finest lavender ensures that the land remains wild and untamed, as it has for generations.
Sington
Village: Alignment: TN, Population: 450 (90% human, 5% half-elven, 5% other). Languages: Common, Religions: Zilchus & Kurell, Authority figures: Wilddieb (human, male, rogue)
Sington is a village with a colourful and somewhat infamous reputation, nestled at the foot of the Lavender Hills, where the famed and fragrant lavender crops are cultivated. The pickers of these hills, a rowdy, boisterous, and often roguish bunch, are known for their rebellious nature. These workers are skilled in the delicate art of harvesting lavender, but they have a notorious history of attempting to sidestep taxes and avoid purchasing the necessary licenses required to cultivate and sell their crops. The pickers of Sington have always lived with one eye on the law and the other on their lucrative lavender fields, creating an atmosphere where shady deals and under-the-table transactions are the norm. The village itself was once owned by Sir Argun, a nobleman with a vested interest in the land and its profitable lavender trade. Sadly when Sir Argun left the village Sington descended into near lawlessness. With the noble gone, much of the authority disappeared along with him. This vacuum was quickly filled by Wilddieb, a charismatic and unscrupulous figure, who, along with his extended family, ruled Sington with an iron fist. The Wilddiebs, known for their criminal activities and dominance over the local pickers, ensured that the village operated outside the bounds of the law. Most of the legitimate pickers were driven out, as the Wilddiebs took control of the lavender trade, running the market according to their own rules.
However, everything changed when the now Earl Argun, seeking to restore order to the situation, decided to intervene directly. In a bid to rein in the lawlessness and make the lavender trade more regulated, he assigned a group of Zilchus priests to oversee the market. Known for their methodical and calculating nature, the priests of Zilchus were an inspired choice to enforce regulations. They were not swayed by bribery or charm, and their discipline and focus brought an unprecedented level of organization to the chaotic trade.
With the priests at the helm, Sington underwent a remarkable transformation. The market was finally brought under control, with taxes collected properly, licenses issued, and the rogue elements of the pickers brought into line. The Zilchus priests implemented strict measures to ensure fairness and order, keeping both the legitimate pickers and the Wilddieb family in check. The lavender trade, once chaotic and prone to corruption, flourished under this new system. The Zilchus priests made sure that profits from the lavender were fairly distributed, and for the first time in years, the village was able to thrive economically. Though Sington is no longer lawless, it still bears the scars of its rough past. While the Zilchus priests have established order, the spirit of the Wilddieb family still lingers. Though their influence has waned, the pickers, now better regulated, continue to be a bit unruly, and the Wilddieb clan still has a presence in the village, even if they no longer hold the reins of power. The Wilddieb family’s legacy of clever, roguish dealings has not entirely disappeared, but they are now forced to operate within the boundaries set by the priests.
Today, Sington is a much more prosperous and stable village. The lavender fields are flourishing, and the market is booming with both local trade and external buyers seeking the prized lavender. The villagers are a mix of those who have accepted the new order and those who still grumble about the priests' influence. The lavender trade has become the backbone of the village’s economy, and the once-lawless Sington is now a model of regulated success. Despite this newfound prosperity, there remains an undercurrent of rebelliousness in the village. The pickers, while law-abiding for the most part, still maintain a defiant streak, always looking for ways to game the system, and some still long for the days when Wilddieb ruled with his chaotic charm. The legacy of Sington’s rogue past is not easily erased, and while the village may be prosperous and better regulated, its rough-and-tumble spirit remains just beneath the surface.
Naugard
Small Town: Alignment: LN, Population: 1,550, Mixed (90% human, 5% dwarves, 5% other). Languages: Common & Dwarven, Religions: Stratis, Authority figures: Praetor Bunyan (human, male, general)
Naugard, a strategic and imposing fortress originally under direct Divine Imperial administration, stood as a key military post, guarding the northern frontier and safeguarding the Shield Wall. Historically, the fortress had been maintained by the 7th Taurusian Legion, a unit sworn to uphold the will of the Divine Emperor and maintain the region’s security. Though the land surrounding Naugard was technically part of the Earldom, the fortress itself had long been an exception, managed by Imperial forces, a symbol of divine power and control. The Dwarves, once powerful in these regions, had relinquished their claim over the lands of men long ago, leaving behind only the aged keeps and castles that were now maintained by Imperial decree. Naugard was one such relic, and the Divine Legion stood watch over it, ever vigilant, ever loyal. The status quo was shattered when forces from the mysterious ‘Other Place’ arrived unexpectedly, catching the 7th Taurusian off guard. The battle was fierce, but the fortress ultimately fell, a surprising defeat for the Legion. However, in a stroke of fortune, the Maelfasan forces intervened, helping to reclaim the fortress from the invaders.
Despite the triumph, the fall of Naugard marked a low point for the 7th Taurusian Legion, their pride and reputation bruised. After two years of political and military manoeuvring, the fortress was formally handed over to the control of Aelfshaw. Gone were the days of Imperial decree; now Naugard was a place under the sway of Aelfshaw interests, with no pretence of it being an Imperial stronghold.
The region, however, was far from desolate. Naugard’s fertile farmland offered promise, and the fortress, despite its tumultuous history, remained a thriving hub for trade. A mix of honest merchants and dubious traders sought their fortune in the region, bringing supplies and goods to the once-mighty garrison, now a mere shadow of its former self. The local economy flourished, but not without its undercurrents of suspicion and intrigue. As tensions continue to simmer beneath the surface, the question remains: what future lies ahead for Naugard.
Aria
Small Town: Alignment: TN, Population: 2,000, Mixed (80% human, 10% half-elven, 5% elven, 5% other). Languages: Common & Elven, Religions: Lirr, Authority figures: Bard Excellence Dumaras of Lirr (half-elven, female, bard/cleric)
Aria is a city of striking contrasts and rich traditions. Nestled along the Straits, it stands as a symbol of both the union and division between human and Elven cultures. The city’s architecture, with its graceful arches, sweeping curves, and finely wrought stonework, speaks of an older, more mystical era, a testament to the Elven influence on the region. The human residents, though well-intentioned, often attempt to emulate Elven speech, hoping to capture its melodic beauty but sometimes only drawing amusement from the more seasoned Elven speakers.
Aria’s history is intertwined with legend, most notably for being the site of the last great battle in the West. The warrior cult of Vandria Gilmadrith, Elven goddess of protection and law, faced off against a human army in a momentous clash that secured the Western Isles from conquest. This battle not only shaped the course of history but cemented the city’s position as a beacon of resistance, a symbol of the strength of those who protect and preserve.
One of the defining cultural events of Aria is its grand festival held four times a year. During the solstices and equinoxes, the city becomes alive with the sounds of music, the strokes of brush against canvas, and the flow of poetry and performance. The competition for the title of "Lord of Love & Music" is more than just a contest; it’s a celebration of artistic expression and a unifying event that draws the people together. The winner of the title not only earns their place as a leader in the artistic community but also joins the prestigious panel of judges for the next festival, ensuring that Aria’s cultural cycle continues to thrive. This tradition, rich in creativity, is at the heart of Aria’s identity where the arts are revered, and each performance is a living tribute to the spirit of community and the reverence of beauty.
The Athenaeum of Haden
Village: Alignment: LG, Population: 850, Mixed (85% human, 10% halfling, 5% other). Languages: Common, Draconic & Halfling, Religions: Rao, Authority figures: Sage-Lord Brisius Farseer (human, male, cleric-sage)
Haden is technically an independent settlement under the direct auspices of the Divine Emperor but in practical terms it co-operates fully with the Earldom of Aelfshaw. It is ruled by Sage-Lord Brisius, the latest of a long line of Sage-Lords from the time of Kaegor, who are entrusted with the preservation of knowledge. Haden is a prosperous large village based around the sprawling Manse of the Sages. Within the Manse the Sage-Lord and his staff strive to collect, catalogue and above all else protect knowledge. They acquire old texts copy them and send the original to the Divine Library at the Capital. The library is extensive and growing steadily over the years. It is meant to be funded by the Divine Emperor but his recent distractions mean that financial support has dried up. To cover this a limited number of extra copies of popular and fashionable books are produced and sold to wealthy nobles and merchants. Sage-Lord Brisius Farseer is also a senior figure in the Church of Rao, the greater god of knowledge, law, peace and reconciliation. There is a small temple to Rao at Haden and a larger market temple to the allied god Zilchus.
The Sage-Lord is a widower with three surviving sons. The eldest, B’Ernell, is set to follow his father and is already a major figure at the Athenaeum. The second son, C’Asimer is serving with the Divine Legions as is tradition while the third son, D’arcy, is a follower of Zilchus and Governor of Volingdorf in the Duchy of Everwatch. Sage-Lord Brisius Farseer is still firmly in charge two years after events and looks like he will be going nowhere any timesoon.
Grumbleroots
Small Town: Alignment: NG, Population: 900, (98% halfling, 2% other). Languages: Halfling & Common, Religions: Yondalla & Sheela Peryroyl ,Authority figures: Banjax Piecast (halfling, male, mayor)
Just to the south of Haden is a thriving Halfling community called Grumbleroots that has placed itself under the protection of the Sage-Lord. The hobbits supply pipeweed to both the Sages at Haden and sell it through the temple-market too. It is off a high quality and valued through out Aelfshaw & beyond. The Halflings also had a more militaristic benefactor in Sir Argun who championed their cause over more mundane matters. He even slew a bullette that was feeding of the settlement and dispatched bandits from the woods. Now that he is Earl the halflings are much less concerned for their future safety.
Grumbleroots, huddled just to the south of Haden, is a bustling and prosperous Halfling community known for its resilience and resourcefulness. The Halflings here have established a close relationship with the Sage-Lord of Haden, placing themselves under his protection. This alliance benefits both parties, with the Halflings supplying the Sages with high-quality pipeweed, a prized commodity in both their settlement and beyond. Grumbleroots is renowned for producing some of the finest pipeweed in Aelfshaw, its reputation spreading far and wide. The pipeweed is sold not only to the Sages at Haden but also at the temple-market, attracting traders and customers from all corners of the land.
The Halflings of Grumbleroots have also been fortunate to have a more martial protector in the form of Sir Argun, a stalwart champion who has defended their settlement against numerous threats. Sir Argun's actions have earned him a place of great respect among the community. His heroic deeds, including the slaying of a bullette that had been terrorizing the area and the elimination of bandits preying on travelers from the nearby woods, have secured the Halflings’ safety. His bravery and leadership, coupled with his recent elevation to the title of Earl, have eased the Halflings' worries about their future security. Under his rule, Grumbleroots is thriving, with the Halflings now feeling less vulnerable to outside dangers and more confident in their continued prosperity. The Halflings are free to focus on their agricultural endeavors, craftsmanship, and trade, with Grumbleroots becoming a model of peaceful coexistence between the Halfling and human communities in the region.