Slann
Scalenex
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I have more Baronies.
A mafia-esque Barony that attracts the detrius of Kantoc's society.
Honorable warrior culture that is beleagured by many problems that are hard to solve by simply hitting them.
This is the realm that is likely to have a completely different government system every time the PCs visit. Also there is a vampire.
A puppet realm of Swynfaredia that is also an expansionist puppet realm.
A mafia-esque Barony that attracts the detrius of Kantoc's society.
Mallocaballo (Based on Spanish for bad horse)
Tentative Geographic Assignment: Spot 2
Basic Concept: This is the Kantoc’s Las Vegas. What happens in Mallocaballo stays in Mallocaballo. The Baron runs the realm like a mafia don.
History: The current Baron of the realm is the descendant of a bastard son of a Kantoc king who became bandit lord and leveraged his power and influence to stage a coup over the previous Baron of Mallocaballo.
Government Style: The official title of the realm’s ruler is the Dread Baron. The Dread Baron blurs the line between hereditary absolute monarch and warlord. The heir is usually the eldest son of the previous Dread Baron, but poisoned cups and bloody daggers sometimes title things to a younger son or a nephew. The government is a kleptocracy. Nearly everything is legal is here, as long as the Dread Baron gets his cut, and he takes a relatively small cut. The Dread Baron officially endorses free commerce.
Goblins, Aranea and more mercenary kobolds realize that gold and gems have value, but they cannot eat gold. The Dread Baron will accept treasure from these monstrous groups and give them back weapons, armor, regents, potions and other things that they can actually use.
Basic criminal activities like prostitution, gambling, forbidden magical regents, narcotics, fencing stolen goods, and falsified documents are common place. The Dread Lord takes a percentage but he rarely gets personally involved with this stuff. What the Dread Lord values most is performing assassination, espionage, and other high end cloak and dagger activities for publicly respectful Kantoc and Meckelorn nobles who want or need things but don’t want to get their own hands dirty.
To his trusted aids, the Dread Baron likes to say “Gold is good, respect is better, secrets are best.”
Character of the Realm: The aura of the realm is the aura of a neighborhood under the sway of the mafia. People are polite and formal but there is an edge of barely detectable fear in most day-to-day interactions.
Religion: All religion is permitted here. The Dread Baron is publicly a polytheist who worships all the Nine equally. Unofficially, he makes under the table deals with the Masks, Lanterns, Testers, Children, Rovers, and sometimes even the Stewards. The Dread Baron tries to carefully maintain the balance, so no single priesthood gains too much power. He works to make Khemra’s Keepers and Hallisan’s Guardians feel unwelcome here but he is open to working with any of the other seven deity’s followers. The permissive nature of worship here has made Mallocaballo a haven for religious heretics of all sorts.
Challenges: Not even the Dread Baron is aware that Mallocabllo houses more than triple the usual number of theurgists per capita. The various priesthoods are gearing up for a holy war. The Bachites of Nami, the Paladins of Mera, and an unlikely triumvirate of Lanterns, Guardians, and Keepers are all planning to make a move to overthrow the government. Ironically, the Bachite Rovers don’t want a full coup, they just want to convince the Baron to join their order and stop being so polytheistic. The Children and the Testers are both planning to goad the three warring religious faction into killing each other and then swooping in to defeat the weakened victor. The Children and Testers have spies in all three of the main warring factions but they are unware of each other’s plans.
In general, the Dread Baron is hated by Kantoc, the dwarf nations, and the other Border Barons. The crime is tolerable to them, but collaborating with goblins and monsters is unforgiveable. So far, the Dread Baron’s brutal lieutenants and his ample supply of blackmail material of the rich and powerful of these other realms is keeping hostile foreign powers bay. The moment the Dread Baron outwardly shows weakness is the moment that his many enemies are likely to dog pile on him at once.
Tentative Geographic Assignment: Spot 2
Basic Concept: This is the Kantoc’s Las Vegas. What happens in Mallocaballo stays in Mallocaballo. The Baron runs the realm like a mafia don.
History: The current Baron of the realm is the descendant of a bastard son of a Kantoc king who became bandit lord and leveraged his power and influence to stage a coup over the previous Baron of Mallocaballo.
Government Style: The official title of the realm’s ruler is the Dread Baron. The Dread Baron blurs the line between hereditary absolute monarch and warlord. The heir is usually the eldest son of the previous Dread Baron, but poisoned cups and bloody daggers sometimes title things to a younger son or a nephew. The government is a kleptocracy. Nearly everything is legal is here, as long as the Dread Baron gets his cut, and he takes a relatively small cut. The Dread Baron officially endorses free commerce.
Goblins, Aranea and more mercenary kobolds realize that gold and gems have value, but they cannot eat gold. The Dread Baron will accept treasure from these monstrous groups and give them back weapons, armor, regents, potions and other things that they can actually use.
Basic criminal activities like prostitution, gambling, forbidden magical regents, narcotics, fencing stolen goods, and falsified documents are common place. The Dread Lord takes a percentage but he rarely gets personally involved with this stuff. What the Dread Lord values most is performing assassination, espionage, and other high end cloak and dagger activities for publicly respectful Kantoc and Meckelorn nobles who want or need things but don’t want to get their own hands dirty.
To his trusted aids, the Dread Baron likes to say “Gold is good, respect is better, secrets are best.”
Character of the Realm: The aura of the realm is the aura of a neighborhood under the sway of the mafia. People are polite and formal but there is an edge of barely detectable fear in most day-to-day interactions.
Religion: All religion is permitted here. The Dread Baron is publicly a polytheist who worships all the Nine equally. Unofficially, he makes under the table deals with the Masks, Lanterns, Testers, Children, Rovers, and sometimes even the Stewards. The Dread Baron tries to carefully maintain the balance, so no single priesthood gains too much power. He works to make Khemra’s Keepers and Hallisan’s Guardians feel unwelcome here but he is open to working with any of the other seven deity’s followers. The permissive nature of worship here has made Mallocaballo a haven for religious heretics of all sorts.
Challenges: Not even the Dread Baron is aware that Mallocabllo houses more than triple the usual number of theurgists per capita. The various priesthoods are gearing up for a holy war. The Bachites of Nami, the Paladins of Mera, and an unlikely triumvirate of Lanterns, Guardians, and Keepers are all planning to make a move to overthrow the government. Ironically, the Bachite Rovers don’t want a full coup, they just want to convince the Baron to join their order and stop being so polytheistic. The Children and the Testers are both planning to goad the three warring religious faction into killing each other and then swooping in to defeat the weakened victor. The Children and Testers have spies in all three of the main warring factions but they are unware of each other’s plans.
In general, the Dread Baron is hated by Kantoc, the dwarf nations, and the other Border Barons. The crime is tolerable to them, but collaborating with goblins and monsters is unforgiveable. So far, the Dread Baron’s brutal lieutenants and his ample supply of blackmail material of the rich and powerful of these other realms is keeping hostile foreign powers bay. The moment the Dread Baron outwardly shows weakness is the moment that his many enemies are likely to dog pile on him at once.
Honorable warrior culture that is beleagured by many problems that are hard to solve by simply hitting them.
Red Stream
Tentative Geographic Assignment: Spot 16
Basic Concept: This realm is a pretty unremarkable feudal land whose main claim to fame is that there is a portal to Fae Realm nearby.
History: For most it’s history, Red Stream was ruled by Barons who wielded arcane magic bestowed from warlock pacts from the Fair Folk. Over time the Barons fell deeper into madness until eventually they were deposed by a charismatic warlord in what was called the Battle of the Red Streams. They renamed the Barony after this battle. That was over a generation ago. The original Warlord’s son is currently the Prince of the realm. He is almost ninety and not very spry. His son and heir apparent is running things under his father’s name.
Government Style: Red Stream is run under a basic feudal system. At the top is the Prince, below him are Thane, below them are Champions (basically knights who favor fighting on foot). Chivalry and honor is very important to the nobles of Red Stream. They are very formal. The nobles take their vows to protect and serve the people very seriously. They are generous to the poor and downtrodden but they come across as arrogant when they do it.
Character of the Realm: For those who are/were Game of Thrones fans, think of Winterfell. The nobles are just, brave, generous and maybe a little naïve when it comes to realpolitik. The common folk are good and simple folk, honest and hard working. Arcane magic is widely distrusted. Warlocks are not tolerated at all.
The two dwarf nations hold Red Stream in high regard, but they don’t have a lot of reason to trade with them.
Religion: The Prince and all his vassals are publicly a Hallisan worshipper. The Guardians support Red Stream thoroughly. Khemra has a small priesthood here as well. The Keepers are also supportive of the status quo. The commoners usually worship Korus and/or Mera primarily.
Challenges: It’s not clear what the Fair Folk want with the realm of Red River, but they clearly aren’t done meddling in this realm. They lost control over their puppet realm and they want it back. There is portal to the Fae Realm here. The portal changes location frequently, but it never moves far.
Relative to the other Baronies, Red Streams has comparatively less fertile arable land, so they cannot sustain as large a population as other Baronies.
All the Border Baronies have to deal with monsters to some extent. Red River has to deal with them more than most. Also, the various mortal monsters are backed surreptitiously by the Fair Folk. Goblin raiders and other threats are known to experience uncanny good luck and fortuitous coincidences.
If Uwchradaredia decides it wants to expand its territory again, Red Streams is probably where they will attack first.
Tentative Geographic Assignment: Spot 16
Basic Concept: This realm is a pretty unremarkable feudal land whose main claim to fame is that there is a portal to Fae Realm nearby.
History: For most it’s history, Red Stream was ruled by Barons who wielded arcane magic bestowed from warlock pacts from the Fair Folk. Over time the Barons fell deeper into madness until eventually they were deposed by a charismatic warlord in what was called the Battle of the Red Streams. They renamed the Barony after this battle. That was over a generation ago. The original Warlord’s son is currently the Prince of the realm. He is almost ninety and not very spry. His son and heir apparent is running things under his father’s name.
Government Style: Red Stream is run under a basic feudal system. At the top is the Prince, below him are Thane, below them are Champions (basically knights who favor fighting on foot). Chivalry and honor is very important to the nobles of Red Stream. They are very formal. The nobles take their vows to protect and serve the people very seriously. They are generous to the poor and downtrodden but they come across as arrogant when they do it.
Character of the Realm: For those who are/were Game of Thrones fans, think of Winterfell. The nobles are just, brave, generous and maybe a little naïve when it comes to realpolitik. The common folk are good and simple folk, honest and hard working. Arcane magic is widely distrusted. Warlocks are not tolerated at all.
The two dwarf nations hold Red Stream in high regard, but they don’t have a lot of reason to trade with them.
Religion: The Prince and all his vassals are publicly a Hallisan worshipper. The Guardians support Red Stream thoroughly. Khemra has a small priesthood here as well. The Keepers are also supportive of the status quo. The commoners usually worship Korus and/or Mera primarily.
Challenges: It’s not clear what the Fair Folk want with the realm of Red River, but they clearly aren’t done meddling in this realm. They lost control over their puppet realm and they want it back. There is portal to the Fae Realm here. The portal changes location frequently, but it never moves far.
Relative to the other Baronies, Red Streams has comparatively less fertile arable land, so they cannot sustain as large a population as other Baronies.
All the Border Baronies have to deal with monsters to some extent. Red River has to deal with them more than most. Also, the various mortal monsters are backed surreptitiously by the Fair Folk. Goblin raiders and other threats are known to experience uncanny good luck and fortuitous coincidences.
If Uwchradaredia decides it wants to expand its territory again, Red Streams is probably where they will attack first.
This is the realm that is likely to have a completely different government system every time the PCs visit. Also there is a vampire.
Transizionalvania (based on the Italian word for transition and Translyvania). Currently the Barony is called “Prophet’s Pass.” I am going to default to Prophet’s Pass in the narrative below because it’s easier to spell.
Tentative Geographic Assignment: Spot 17
Basic Concept: This barony tends to have a complete revolution every ten years or so, give or take. Each government is a nominally in the thrall of a vampire puppet master.
History: The Border Baronies are known for being unstable and having lots of coups and revolutions. Transizionalvania is the most unstable nation in a region known for its instability. Common wisdom is that the realm is unstable because Stahlheim, Fumaya, and Swynfaredia all interfere with the government here a lot. They do interfere a lot, but that’s only the tip of the iceberg.
The realm is very strategic to the above mentioned foreign powers. Prophet’s Pass sits along one of the widest and safest passages between Stahlhiem and Fumaya and Swynfaredia. The area does not provide a lot of food resources, but it is fairly close to some of Stahlheim’s richest mines, so it’s a trading hub as Stahlheim trades ore or basic metal tools and weapons in exchange for foodstuffs, wine, and ale.
Centuries ago, Vladimir, one of the so-called True Vampires, tried to literally take over the world. For over a hundred years, Vladimir’s hundreds of vampire lieutenants, thousands of regular human soldiers, and tens of thousands undead shock troops, hardly ever lost a battle. It seemed he had a good chance of actually taking over the world but virtually every nation and religious faction in Scarterras signed a treaty to unite against him. Vladimir was also opposed behind the scenes by two of his True Vampire siblings, Rallark and Lorshellis.
Then Vladimir was assassinated by
Vladimir’s lieutenants had a “dragon’s vote” for who should succeed Vladimir. In other words, every single one of Vladimir’s lieutenants believed that they were his rightful successor. They couldn’t fight each other and a united humanity at the same time.
At least half of Valdimir’s vampire childer and grand childer were destroyed. The remainder scattered to the four winds. Most of which now live in secret and most of which have staked out a territory somewhere remote and isolated, such as the Borderlands region of West Colassia. I may change the identity of the vampire puppet master later, but I’m thinking of having it be a female vampire named Emerande.
Emerande pulls the puppet strings over whomever is currently the leader of Transizionalvania. She has a fairly extensive spy network. Her spies use bribes and selective information to entice petty political opportunists from Stahlheim, Swynfaredia, and Fumaya to encourage them to plot coups in the region. When Emerande believes the current puppet leaders have outlived their usefulness or they are close to figuring out there is a vampire in their midst, she allows one of the would-be revolutionaries to succeed.
Like most fully sapient undead creatures of advanced age, is thoroughly insane. She orchestrates more coups than is strictly necessary. She also false into states of torpor and dormancy for years at a time. Sometimes the government is overthrown without her direct involvement.
Government Style: The region has been a commune, a republic, an absolute monarchy, a warlord’s demense, and many other things. Currently the realm is run by an oligarchy of five individuals who vote on all major decisions called the Pentarchy. The Pentarchy is made up of the highest ranking Steward of Korus, an elected representative from among the guilds, the commander of the army, the eldest man and the eldest woman. The current realm’s name of Prophet’s Pass is because the Barony is located along an important mountain pass and the realm currently boasts a very powerful oracle of Korus. The oracle is not a part of the Pentarchy because, like many oracles, she is a little bit off.
Character of the Realm: Whatever form the government has, the guilds usually have a say in how things are run. In a way they are the most permanent thing in this impermanent land. Whatever form the government takes, it usually keeps taxes relatively low and is friendly to merchants. In general the commoners are honest but not naïve, hardworking and industrious people who are naturally very flexible and adaptable. Since they are along an important trade route the area is very diverse and cosmopolitan.
Religion: Barring the rare times when Transizionalvania falls under theocratic rule, the commoners are usually fairly polytheistic, but their piety does not run very deep. Emerande works hard to keep any one priesthood from gaining too powerful lest some nosy theurgist discovers her presence.
The Rovers of Nami run a temple that doubles as an inn for travelers. This temple has been in use for over a century. Emerande considers the Rovers relatively unthreatening. For their part, the instability of the realm is pleasing to Nami’s faithful, and since Nami is a patron of travelers, the location of Prophet’s Pass along a major trade route is just icing on the cake. The Stewards central temple was only consecrated to Korus recently. It was built after the previous coup.
Challenges: Obviously, the realm is plagued by constant turmoil and political upheaval. Emerande has yet to catch on to the fact that the Oracle of Prophet’s Pass is well on her way to figuring out who, what, and where Emerande is.
Trade caravans have to frequently deal with brigands, both human and otherwise.
The Merchant Prince of Centrum finds it infuriating that this unstable chaotic has more merchant traffic than his realm. He has deployed numerous spies. The Merchant Prince wants to stage a coup in the region and install a puppet ruler that obeys him, or barring that he wants to discredit or weaken the realm so thoroughly that their commerce is crippled forever. He is juggling different scenarios in his head, but his best plan is probably to stir up anti-dwarf sentiment in Prophet’s Pass hoping that this will convince Stahlheim to take their business elsewhere.
Tentative Geographic Assignment: Spot 17
Basic Concept: This barony tends to have a complete revolution every ten years or so, give or take. Each government is a nominally in the thrall of a vampire puppet master.
History: The Border Baronies are known for being unstable and having lots of coups and revolutions. Transizionalvania is the most unstable nation in a region known for its instability. Common wisdom is that the realm is unstable because Stahlheim, Fumaya, and Swynfaredia all interfere with the government here a lot. They do interfere a lot, but that’s only the tip of the iceberg.
The realm is very strategic to the above mentioned foreign powers. Prophet’s Pass sits along one of the widest and safest passages between Stahlhiem and Fumaya and Swynfaredia. The area does not provide a lot of food resources, but it is fairly close to some of Stahlheim’s richest mines, so it’s a trading hub as Stahlheim trades ore or basic metal tools and weapons in exchange for foodstuffs, wine, and ale.
Centuries ago, Vladimir, one of the so-called True Vampires, tried to literally take over the world. For over a hundred years, Vladimir’s hundreds of vampire lieutenants, thousands of regular human soldiers, and tens of thousands undead shock troops, hardly ever lost a battle. It seemed he had a good chance of actually taking over the world but virtually every nation and religious faction in Scarterras signed a treaty to unite against him. Vladimir was also opposed behind the scenes by two of his True Vampire siblings, Rallark and Lorshellis.
Then Vladimir was assassinated by
Rallark.
At least half of Valdimir’s vampire childer and grand childer were destroyed. The remainder scattered to the four winds. Most of which now live in secret and most of which have staked out a territory somewhere remote and isolated, such as the Borderlands region of West Colassia. I may change the identity of the vampire puppet master later, but I’m thinking of having it be a female vampire named Emerande.
Emerande pulls the puppet strings over whomever is currently the leader of Transizionalvania. She has a fairly extensive spy network. Her spies use bribes and selective information to entice petty political opportunists from Stahlheim, Swynfaredia, and Fumaya to encourage them to plot coups in the region. When Emerande believes the current puppet leaders have outlived their usefulness or they are close to figuring out there is a vampire in their midst, she allows one of the would-be revolutionaries to succeed.
Like most fully sapient undead creatures of advanced age, is thoroughly insane. She orchestrates more coups than is strictly necessary. She also false into states of torpor and dormancy for years at a time. Sometimes the government is overthrown without her direct involvement.
Government Style: The region has been a commune, a republic, an absolute monarchy, a warlord’s demense, and many other things. Currently the realm is run by an oligarchy of five individuals who vote on all major decisions called the Pentarchy. The Pentarchy is made up of the highest ranking Steward of Korus, an elected representative from among the guilds, the commander of the army, the eldest man and the eldest woman. The current realm’s name of Prophet’s Pass is because the Barony is located along an important mountain pass and the realm currently boasts a very powerful oracle of Korus. The oracle is not a part of the Pentarchy because, like many oracles, she is a little bit off.
Character of the Realm: Whatever form the government has, the guilds usually have a say in how things are run. In a way they are the most permanent thing in this impermanent land. Whatever form the government takes, it usually keeps taxes relatively low and is friendly to merchants. In general the commoners are honest but not naïve, hardworking and industrious people who are naturally very flexible and adaptable. Since they are along an important trade route the area is very diverse and cosmopolitan.
Religion: Barring the rare times when Transizionalvania falls under theocratic rule, the commoners are usually fairly polytheistic, but their piety does not run very deep. Emerande works hard to keep any one priesthood from gaining too powerful lest some nosy theurgist discovers her presence.
The Rovers of Nami run a temple that doubles as an inn for travelers. This temple has been in use for over a century. Emerande considers the Rovers relatively unthreatening. For their part, the instability of the realm is pleasing to Nami’s faithful, and since Nami is a patron of travelers, the location of Prophet’s Pass along a major trade route is just icing on the cake. The Stewards central temple was only consecrated to Korus recently. It was built after the previous coup.
Challenges: Obviously, the realm is plagued by constant turmoil and political upheaval. Emerande has yet to catch on to the fact that the Oracle of Prophet’s Pass is well on her way to figuring out who, what, and where Emerande is.
Trade caravans have to frequently deal with brigands, both human and otherwise.
The Merchant Prince of Centrum finds it infuriating that this unstable chaotic has more merchant traffic than his realm. He has deployed numerous spies. The Merchant Prince wants to stage a coup in the region and install a puppet ruler that obeys him, or barring that he wants to discredit or weaken the realm so thoroughly that their commerce is crippled forever. He is juggling different scenarios in his head, but his best plan is probably to stir up anti-dwarf sentiment in Prophet’s Pass hoping that this will convince Stahlheim to take their business elsewhere.
A puppet realm of Swynfaredia that is also an expansionist puppet realm.
Uwchradaredia (based on the Welsh word for “secondary”) and New Uwcharadaredia
Tentative Geographic Assignment: Spot 18 and Spot 20
Basic Concept: This is a puppet state of Uwcharadaredia where Swynfaredians dump their non-sorcerous children
History: A century ago or two ago, the Barony that used to exist here got in a trade dispute with Swynfaredia. There was a big brawl between Swynfaredian traders and local Borderlanders that resulted in three Swynfaredian commoners dead. The Swynfaredians called the event an “unprovoked massacre.” The Swynfaredians fabricated a flimsy chain of evidence linking the massacre to the Border Baron and then they marched their army in.
To placate the Swynfaredians, the Baron apologized and ended up pledging his son to marry the king’s non-sorcerer daughter. This was the Swynfaredian king’s plan all along. Swynfaredian law states that only sorcerers or sorceresses can inherit land or titles. Usually Swynfaredian nobles will send their squib children to a priesthood, set them up as merchants, give them token minister jobs, or outright disown them. Another option is to send them to Uwcharadaredia where they have a good shot of getting an official title and a small plot of land.
With the backing of Swynfaredia, thirty years ago, give or take, they conquered the Baron of Vulnerable Monarchia and rechristened it New Uwcharaderedia.
Government Style: Uwcahradaredia operates as a feudal system with egalitarian succession primogenial succession. That’s a fancy way of saying the first born son or daughter inherit. The ruler is a duke or duchess. Below the duke are duchess are various counts and countesses. Below Barons, below them knights.
Character of the Realm: Byzantine politics. There are lots of nobles competing for small scraps of land. Because every bit of land and prestige counts, the nobles tend to be harsh oversees and micromanagers to their peasants.
Religion: Religious practices are all over the map. Swynfaredians in general are not very pious but some Uwcharaderedia nobles opt to become publicly pious to distance themselves from their uppity sorcerer cousins and some do not. Others cling to Greymoria in the hope that this means Greymoria will bless them with sorcerer children or grandchildren.
Most peasants favor Korus and Mera. Peasants who consider themselves being occupied by hostile powers favor Hallisan, Nami, and especially Zarthus. Zarthus Lanterns are a major thorn in the side of the nobles.
Challenges: Even with two border provinces under their jurisdiction, Uwchraderedia has at least twice as many noble per capita as most feudal lands and Swynfaredia keeps sending more of their unwanted squibs here. All of the counts and barons have a much smaller piece of land their title would imply. Except for the duke’s champion, all the knights are landless. The various nobles are not very united. They squabble with each other for tiniest pieces of land, wealth or prestige. Lots of petty squabbles start with one noble or another trying to move the border fence six inches per year have led to bloodshed.
When the realm conquered New Uwcharaderedia, they brutally and publicly executed the previous Baron, his entire family, and all his advisors and vassals. The common folk have not forgotten this blood bath, and their fallen ruler was much beloved by the people. Even thirty years later, they view the Uwchraderedian nobles as an evil occupying force. Their resistance movements are quietly back by the Lanterns of Zarthus and assorted Fumayan nobles from House Deorac (who also hate Swynfaredians). The two dwarf nations do not like Uwcharaderedia much but they simply choose to ignore them.
Once in a while, squib children of sorcerers will unexpectedly conceive sorcerers. A lot of these sorcerers and sorceresses choose to make their way back to Swynfaredia where they are usually welcomed with open arms. One sorcerer and one sorceress have a different idea. They married to form a magical power couple. Their plan is to usurp the realm the entire realm of Uwcharaderedia, murder all their squib cousins with the petty little titles and estates, then repatriate into Swynfaredia with themselves serving as a proper Dragonblooded Duke and Duchess within Swynfaredia itself.
Since Uwcharaderedia recently conquered one of their neighboring Baronies, the other Border Barons are naturally concerned that Uwcharaderedia will not stop conquering their neighbors. Most of the Baronies nearest to Uwcharaderedia have a mutual defense treaty. An attack on one is an attack all. Most of them are using economic pressure, spies, and other cold war tactics to try to hem in and weaken the realm.
Tentative Geographic Assignment: Spot 18 and Spot 20
Basic Concept: This is a puppet state of Uwcharadaredia where Swynfaredians dump their non-sorcerous children
History: A century ago or two ago, the Barony that used to exist here got in a trade dispute with Swynfaredia. There was a big brawl between Swynfaredian traders and local Borderlanders that resulted in three Swynfaredian commoners dead. The Swynfaredians called the event an “unprovoked massacre.” The Swynfaredians fabricated a flimsy chain of evidence linking the massacre to the Border Baron and then they marched their army in.
To placate the Swynfaredians, the Baron apologized and ended up pledging his son to marry the king’s non-sorcerer daughter. This was the Swynfaredian king’s plan all along. Swynfaredian law states that only sorcerers or sorceresses can inherit land or titles. Usually Swynfaredian nobles will send their squib children to a priesthood, set them up as merchants, give them token minister jobs, or outright disown them. Another option is to send them to Uwcharadaredia where they have a good shot of getting an official title and a small plot of land.
With the backing of Swynfaredia, thirty years ago, give or take, they conquered the Baron of Vulnerable Monarchia and rechristened it New Uwcharaderedia.
Government Style: Uwcahradaredia operates as a feudal system with egalitarian succession primogenial succession. That’s a fancy way of saying the first born son or daughter inherit. The ruler is a duke or duchess. Below the duke are duchess are various counts and countesses. Below Barons, below them knights.
Character of the Realm: Byzantine politics. There are lots of nobles competing for small scraps of land. Because every bit of land and prestige counts, the nobles tend to be harsh oversees and micromanagers to their peasants.
Religion: Religious practices are all over the map. Swynfaredians in general are not very pious but some Uwcharaderedia nobles opt to become publicly pious to distance themselves from their uppity sorcerer cousins and some do not. Others cling to Greymoria in the hope that this means Greymoria will bless them with sorcerer children or grandchildren.
Most peasants favor Korus and Mera. Peasants who consider themselves being occupied by hostile powers favor Hallisan, Nami, and especially Zarthus. Zarthus Lanterns are a major thorn in the side of the nobles.
Challenges: Even with two border provinces under their jurisdiction, Uwchraderedia has at least twice as many noble per capita as most feudal lands and Swynfaredia keeps sending more of their unwanted squibs here. All of the counts and barons have a much smaller piece of land their title would imply. Except for the duke’s champion, all the knights are landless. The various nobles are not very united. They squabble with each other for tiniest pieces of land, wealth or prestige. Lots of petty squabbles start with one noble or another trying to move the border fence six inches per year have led to bloodshed.
When the realm conquered New Uwcharaderedia, they brutally and publicly executed the previous Baron, his entire family, and all his advisors and vassals. The common folk have not forgotten this blood bath, and their fallen ruler was much beloved by the people. Even thirty years later, they view the Uwchraderedian nobles as an evil occupying force. Their resistance movements are quietly back by the Lanterns of Zarthus and assorted Fumayan nobles from House Deorac (who also hate Swynfaredians). The two dwarf nations do not like Uwcharaderedia much but they simply choose to ignore them.
Once in a while, squib children of sorcerers will unexpectedly conceive sorcerers. A lot of these sorcerers and sorceresses choose to make their way back to Swynfaredia where they are usually welcomed with open arms. One sorcerer and one sorceress have a different idea. They married to form a magical power couple. Their plan is to usurp the realm the entire realm of Uwcharaderedia, murder all their squib cousins with the petty little titles and estates, then repatriate into Swynfaredia with themselves serving as a proper Dragonblooded Duke and Duchess within Swynfaredia itself.
Since Uwcharaderedia recently conquered one of their neighboring Baronies, the other Border Barons are naturally concerned that Uwcharaderedia will not stop conquering their neighbors. Most of the Baronies nearest to Uwcharaderedia have a mutual defense treaty. An attack on one is an attack all. Most of them are using economic pressure, spies, and other cold war tactics to try to hem in and weaken the realm.

