The Middle Kingdoms
A land of knights, ladies, and a hatred of all things not human.
Capital: Sanctus Templum (70,000)
Major Settlements: Thame (60,000), Belle Ville (45,000), Nachtburg (50,000)
Ruler: Pope Gaius Vindictine (unofficially)
Major Races: Human
Major Faiths: Gerana, Lyvalia, Rolterra
Resources: Wheat, Wine, Beer, Lumber, Fish, Game
Languages: Common, Geranland, Pium, Vinterre, Rotwald
The region known as the Middle Kingdoms came from a world very different from Porphyra. The people of this land came from a world inhabited only by humans. It was not an easy world, but the lords and ladies that resided there had the goddess Gerana to easy their woes. The word of the True Arbitress was ministered to the people by a single great church that rightfully spread to every corner of the land. No king’s law was greater than Gerana’s, nor was any king’s power greater than the Pope, vessel of Her word.
Of course not all of the Middle Kingdoms were so fortunate to received Lady Justice’s blessings, for this was a feudal society. The might of each land was built upon the backs of the serfdom. Certainly, the church shared Her word with the working class, but it was “by her graces” that their lords could feed and protect them. After all such men would not be given power over others, if they were not so chosen by Gerana herself. Such were the bleak terms of a serf’s life.
Yet, Gerana was not ignorant of how her priests interpreted her word. When the orcs and elves of Porphyra called for gods to grace their lands Lady Justice was inspired with a divine plan. She came to Porphyra in The Calling and of the lands that she brought with her, among them were the four most offensive nations of this former world, Geranland, Pium, Vinterre, and Rotwald.
The peoples were not prepared for what their goddess sowed for them. On this new world, the humans were surrounded by many races and gods. Further, their first
encounter with outsiders was with the forces of the elementals. Fortunately, the great numbers and ardent faith in Gerana guided the four kingdoms’ knights through the New Gods War.
When the conflicts finally came to an end the Middle Kingdoms had changed in three ways. First, and foremost, the True Arbitress’ divine plan came to pass, as she relinquished her influence on the serfdom in favor of Rolterra. Now, in places of whispers and passion, the lowest of the kingdoms passed the word of uprisings against the nobility. Second, the nobility of all four kingdoms grew to hate other races. They were believed to be inherently evil, or in the least tainted by foreign faiths. Lastly, and an accepted consequence to her plan, a secret faith began to spread amongst the highest orders of the land, even her own church. Lyvalia began to whisper her twisted council to the morally weak in power.
In recent years there has been much strife in the Middle Kingdoms. Serf uprisings are increasing in number, and it is costing the lives of more soldiers to stamp out the heretical dissension. This poses a problem for the allied nations who have rallied under the divine guidance of Pope Gaius Vindictine, who is leading the region to war against the surrounding lands tainted with non-humans. The king of each nation fears to argue with the Church of Gerana for to do so would risk excommunication, which would cause their three rivals to turn their lances on the heretics. Unbeknownst to these kings, Pope Vindictine indeed marches them to war under divine influence, Lyvalia’s.
In this time of growing strife, the Middle Kingdoms have managed to maintain foreign trade, though mostly with human nations. Any trade with non-humans is tenuous at best. Fortunately, the demand for Rotwald lumber, and Vinterre wine is at an all time high.
Sanctus Templum Capitol of Pium, and the Church of Gerana, Sanctus Templum is by far the richest city in the region. Long ago, when the practical minded clerics of Lady Justice built their temples, they did so with economics in mind. They would store and lend money for the lords of Pium, and as Gerana’s word spread, other kingdoms as well. Naturally temple-banks would appear in ever nation, but funds would always flow back to the Grand Cathedral of Sanctus Templum. In fact, the city is so rich that it is said that 30% of wealth from the region’s old world traveled with Pium in The Calling. Sanctus Templum is a city of wealth and piety; (the question is to which goddess?)
Thame Built upon grand bridges across the Great River of Lon, Thame is a city of learning and the capitol of Geranland. Many institutions of education exist within its
towers, even in the study of magic. The cobblestone streets may see teems of uneducated commoners toiling away at their daily trade, but the nobility offers every opportunity to its young to increase their intellect to the highest in the Middle Kingdoms, (no matter what Belle Ville says.)
Belle Ville The city of splender and high society, Belle Ville is the capitol of Vinterre. Second richest only to Sanctus Templum, the wealthy nobility of the city enjoy lives of opulence while their serfs toil in squalor. Because of this the Middle Kingdoms have seen many works of art and music have come out of Belle Ville. The nobility also claim to have the greatest cuisine in the entire region, going so far as to denouncing the dishes of Nachtburg as peasents’ food.
Nachtburg Deep within the heart of the forest is the capitol city of Rotwald, Nachtburg. Known throughout the Middle Kingdoms for being far too lenient on the serfdom, it is the city of trade. Tradesmen shops line the streets, with an occasional commoner guild to oversee their function. Foreign lords may mock Nachtburg for allowing the working class to accrue wealth and even status, but unlike those fools in Thame, the local nobility see the genius in their methods. It is no accident that serf uprisings have been the least in number in the forest of Rotwald.
- An acolyte of a local temple to Gerana seeks aide in investigating the Archbishop of the region. He believes that his superior may have fallen to the lies of Lyvalia.
- Whispers run rampant in the village taverns of Vinterre. The time quickly approaches that the serfs will raise arms against the nobility. A lone rebel pleads to postpone the attack, claiming that the knighthood is already aware of the plan. Driven by passion, none of the conspirators listen, but will you?
- A non-human adventurer has been blamed for a series of local deaths and the poor soul will be quickly ushered to the gallows. Can the true culprit be found in time to spare the foreigner’s death?
Made to Cleanse You have long been trained within the army to slay the heretical non-humans. Increase the threat range of your weapons by 1 when fighting non-humans.
Hard-won Patience One day the arrogant nobility will be brought down, but until then you must be well practiced in keeping the secrets of the rebellion safe. Gain a +2 to bluff checks.