Ahlissa
Ahlissa
Overview: The United Kingdom of Ahlissa is the official The whole of these lands is now ruled from a newly sired
title of the remainder of the central and southern lands capital, Kalstrand, where Overking Xavener of House
that once comprised the vast Great Kingdom. At its height, Darmen has established his royal court. Use of the term
the empire spanned the Flanaess from the Solnor Coast to "Malachite Throne," which once described the office of
the Fals Gap, from the Azure Sea in the south to the Icy the overking, is now considered vulgar. House Darmen,
Sea in the north, leaving its cultural imprint on every realm the priesthood of Zilchus, and the Royal Guild of
in between. Today, the kingdom is a shadow of its former Merchants constitute the most dominant power block in
self, as wars of independence and centuries of conflict the kingdom through their control of trade and
have sundered the once great empire. It is now administration of the cities.
colloquially referred to as the New Kingdom of Ahlissa, or
more often just Ahlissa, borrowing the name of an ancient The mandate given to Overking Xavener by these factions
Flan realm that the Aerdy defeated to win these fecund is very clear: They want him to reestablish Aerdy as the
southern lands during the migrations. preeminent economic and political power in the Flanaess,
avoiding further warfare at all costs. An enormous black
Most of the territory of Ahlissa lies between the former market in medicines, weapons, clothing, livestock, and
South Province of the Great Kingdom and the Grandwood food threatens the legal economy, and Xavener has acted
Forest; portions of it extend as far north as Innspa, near to tightly draw together the provinces under his banner by
the Adri. These lands are densely populated, with most of restoring the imperial hierarchy. His recent restructuring
the citizenry clustered around a series of large river cities. of the system of nobility, once top-heavy with princes of
The people of these lands are largely an Oeridian-Suel mix; minor power, has created much ill will between lesser and
some orcs and goblinoids are here, but few elves, gnomes, greater noble houses for control of territory, taxes, and
and halflings exist except in the forests and hills. At one merchant traffic within Ahlissa and with outside states.
time these were the richest provinces of the Great Most of Ahlissa's lords, however, are loyal to the new
Kingdom, but years of war have reduced much of the order because it has reduced the chaos and restored a
economy to tatters. The last five years were dutifully spent sense of purpose to the kingdom.
rebuilding infrastructure.
The major political subdivisions of the United Kingdom of
These lands center around the vast, temperate plains Ahlissa follow, with their capitals, rulers, and ruling
formed by the Flanmi, Mikar, and Thelly river systems of Houses.
Escudo Subdivision Capital Poblados Gobernante
importantes
Gran Principado de Kalstrand Overking Xavener I
Kalstrand (imperial capital) (NE male human Rog15)
House Darmen
Marca del Bosque de Adri Jennden Prince Molil (LN male human Ftr9),
Marchland of the Innspa House Naelax
Marca de Medegia Mentrey Barrish (Puerto) Prince Gartrel (LE male human Ftr10),
Marchland of Nulbish Pontylver (Puerto) House Darmen
Dornelan
Spiral
Montesser (Puerto)
Condado de Sakhaeron Zelradton Shargallen (pet proyect) Landgraf Alexander Petrock The County of Sakhaeron is mostly divided between many freiherrs in
the north, while two grafs compete for the southern half of the county.
Renowed Fighter and devout of Zilchus, The western shire was once called the County of Westhills, which passed
hands full with Counts Larinnen of the into the hands of Nikolai Torquann after his father’s assassination in 588
Acrolis & Cryus of Westhills constantly CY. The eastern shire was once the County of Acrolis, and remains in the
fighting hands of a now bitter Larinnen Garasteth. No charges of treason were
ever brought against Larinnen for Cyrus Torquann’s death, though he
has always been suspected of it. Both grafs continue to feud and plot
against each other. Nikolai Torquann is based in the town of stivokharoy
Ganor. Larinnen Garasteth is based in the village of Ethirugan.
Condado de Vidvolp Arethes Landgraf Birink Grimuadar In Vidvolp County, the shire of Nidlup is evenly shared between humans,
halflings, and gnomes. Although most of the local rulers are demi‐
Heir to the necromancer Grisk humans, Graf Viktor Arotev is human. No non‐human graf had been
Grimuadar, close friends with Reydrich appointed here in over 75 years, but the people are not dissatisfied
enough with Arotev to complain much. Arotev is a quiet underachiever,
content with collecting taxes and practicing falconry.
The second shire in Vidvolp County is Getinarala. This area, in the far
southeast corner of the Principality, is almost a part of the Rieuwood.
Getinarala has become a haven for the Attloi who once roamed the
Ahlissan Coast. Elves are not a rare sight either; nor are members of a
tribe of tabaxi ‐‐ cat‐men ‐ ‐ who wander the environs surrounding the
Rieuwood. Getinarala is ruled by Graf Teretzel Serotev, easily the most
easygoing ruler in the entire Principality.
Condado de Serumaran Mol Landgraf Ivan Darmen In Serumaram County, Graf Rolos Terinislov has held the northern
Ruthless problema solver, might have mouth of the Ahzdunt Valley for 18 years. Rolos was once a vicarius (lt.
assassins in the payroll general) in the army assigned to take Idee, and was something of a
superhero amongst the soldiers. In 572 CY, one of the first times the Iron
Hills dwarves had brought their dragon to bear in combat, Rolos had
almost singlehandedly fended it off so that his contingent could retreat
without being wiped out. Now that political alliances have shifted, and
the valley is no longer the military encampment it once was Rolos finds
that he drearily misses the old days.
Meanwhile, Graf Ivan Petkov has the distinction of having the emptiest
holding of any graf in the Principality. Centered in the village of Ayidivor,
his fief sits on the south end of the Ahlissan Plateau, and looks down on
and includes part of the Tamary River in a valley below to the south. The
terrain is rocky, with little grass, and broken spots of fertile ground. Ivan
sees his promotion to graf eight years ago as banishment from the court
at Zelradton, and bitterly rules the village and hamlets under him. The
shire has always been supported by its nearly‐played out marble quarry,
now doubling as a mere stone quarry.
Condado de Avoharp Benkend Hexpools (waldgraff) Landgraf Stefen Georgiev The lone shire of Avoharp County is ruled by Graf Vardish Xandros.
Acomplished fighter and Chelor Tribune Vardish is of foreign birth to the Principality, the highest ranking such
(Reydrich predecessor) Hates Naerie individual. He came to prominence as a war wizard in the arenas of
Jalpa and Zelradton, becoming so popular with royalty that he was
awarded the region around the village of Chirton just three years ago.
This fief, located halfway between where the Tamary and Estam Rivers
pool at the base of the Hollow Highlands, has been traditionally held by
evokers and conjurers, placed here to help guard against any tricks the
Noniz of the Highlands might try.
Condado de Jalas Ilhazdruk Landgraff Mikhail Cranden, tries not to Jalas County also has a single graf holed up in its south end. Graf Cherald
make enemies, closer to Rel Delven than Alistov came to his title in an unusual way ‐‐ his father was a master thief
Zeltradon, will follow Stefan Georviev who had won the title from the previous graf in a card game 25
years ago. Cherald is an apple fallen far from the tree, a hardworking,
honest man trying hard to compensate for his lack of education,
intelligence, and charisma. Luckily, his shire is centered on the village of
Arethes, halfway between the Eastern Route from Arogaz Avon and the
ferry over the Grayflood leading to Vidvolp County. There is little out
that way but sheep and goat herders and horse breeders.
Condado de Nasavta Trennenport Landgraff Bortwyn The County of Nasavta is shared by two grafs who supervise a north and
Formerly Tren a south shire. Graf Boris Sendova was one of the dreaded pirate lairds of
Interested only on improving Galdol before Herzog Chelor made the pirates into his navy. Now
Trennenport & getting tressures from Ice Sendova has survived and surpassed all his old peers. Graf Atanas
Spire Midenov manages a poorer shire to the south, from a manor house in
the village of Chirpetev far inland.
Gethern Getheren Landgraff Shedek of Cranden The County Getheren, located northwest of Zelradton, and is ruled by
(F7, NG) Prince Schedek of Cranden (F7, NG). At 53, Schedek remembers the
glory that was the Iron League and wishes for either alliance or
annexation of the League. To some extent, he lives in the past, for he
does not appear to recognize the danger of the Scarlet Brotherhood.
Although not evil himself, Schedek supports Reydrich, because he has
given Ahlissa independence from Rauxes. Schedek's lead advisor is Karl
Montand, a dedicated spy for the Brotherhood. He is a lesser priest of
Pyremius, and his real name is Brother Ignatius. He is quite content to
have Schedek living in the past, and he fosters this, as Getheren is a
foothold in Ahlissa. Karl, as Schedek's advisor, has recommended the
appointment of many Brothers to the sheriff's office as deputies. In
Getheren, the police are more a den of spies than a functional law
enforcement system.
Beneath the level of Landgraf, the Principality is broken into a
hodgepodge of land holdings of greatly varying size. Generally, grafs
(sheriffs), may hold land up to half the size of a county. Frieherrs
(barons) may hold land up to half the size of a grafʹs reeve. Waldgrafs
(baronets) may hold land up to one half the size of a barony.
Rheingrafs or lairds (lords) control the cities, or territory up to eight
miles in diameter. Burggrafs (mayors) control the towns, or territory
up to four miles in diameter. Ritters (knights) control the villages, or
territory up to two miles in diameter
Principado de Naerie Naerie Zagsmar (Puerto Prince Barzhaan
Principality of Naerie Okalanasa (Prisión Camp) (LN male human Ftr13)
House Haxx
Per pale heironeus and 2 Baronia de Schwentve Hornrock Felten (inner Port)
seagulls Diresby (inner Port)
History: The history of the United Kingdom of Ahlissa is essentially the history of the Great Kingdom. This tale begins more than heart of the kingdom to opportunists. By 356 CY, Overking Portillan could not even prevent his own cousin, the viceroy of Nyrond
twelve centuries ago, when Oeridian tribes wandering the vast central plains of Oerik beyond the Flanaess in the Far West were in Rel Mord, from breaking with the Malachite Throne and declaring his independence.
driven to the east by a series of raging conflicts that culminated in the infamous Twin Cataclysms of prehistory. These nomadic After the withdrawal of Nyrond from the Great Kingdom, the slide became precipitous. Buffoons and incompetents sat upon the
peoples were not very different, culturally speaking, from their neighbors the Flan, being superstitious, rustic, proud, and relatively Malachite Throne, and their mismanagement split apart the Celestial Houses. This period of degeneration culminated in the
primitive compared to the great empires of the Suel and Baklunish. Perhaps the proudest, most warlike, and powerful of these Turmoil Between Crowns, when the last Rax heir, Nalif, died in 437 CY at the hands of assassins from House Naelax. The herzog
tribes were the Aerdi, their name meaning "sky people" in the old tongue. These clans worshiped powers of the Oerth and sky, (great prince) of North Province, Ivid I, then laid claim to the throne. The herzog of South Province, Galssonan of House Cranden,
and they read signs and portents in the heavens. When the struggle between the Baklunish and Suloise empires threatened to broke with Rauxes and joined a widespread rebellion in the south. Years of civil war ensued, and only the intercession of
engulf central Oerik, it was proclaimed that the destiny of the Aerdi and other Oeridians lay far to the east. So, 1,235 years ago, dispassionate houses such as Garasteth and Darmen brought about the final compromise. The tyrannical Ivid I assumed the
began the Great Migrations to which the modern reckoning of the Oeridians is dated. The tribes entered the Flanaess through the Malachite Throne at the price of granting greater autonomy to the provinces, notably Medegia, Rel Astra, and Almor.
Fals Gap, where they first encountered the Flan. In time, the Aerdi arrived at the shores of the great eastern waters, their long The recalcitrant herzog of South Province was quickly deposed and replaced by a prince from House Naelax, who sought
journey at an end. They named that vast ocean the Solnor (literally, "the birthplace of the sun"), and along its shores they founded immediately to bring the southern insurgents back into line. In 446 CY, the herzog granted an audience to representatives of
a series of small states. Irongate, who went to Zelradton to air their grievances. The offer turned out to be a ruse, and the ambassadors were imprisoned,
tortured, and executed for Overking Ivid's enjoyment. The whole of the south arose again in violent rebellion, and one year later
These were largely tracts settled by individual noble houses of the Aerdi, such as the mystic Garasteth, the noble Cranden, the formed the Iron League and allied with Nyrond. The line of Ivid, comprising four more overkings, ruled the Great Kingdom for
mercantile Darmen, the calculating Rax, and the militaristic Naelax. These small principalities accomplished little under their loose almost another century and half. They oversaw a fractured Great Kingdom, but they did so with iron fists and villainous glee. The
confederation, as they were individually unable to take on the Ur-Flan and Suel, so they quickly gathered under a single banner. In Malachite Throne soon became known as the Fiend-Seeing Throne, and it was widely believed (with good reason) that the Ivid
428 OR (-216 CY), the scion of House Garasteth, Lord Mikar, became the first grand prince (equal to a king). He ruled a land now overkings consorted with evil outsiders. The faith of Hextor became the most prominent in the realm, and it laid claim to the See
called the kingdom of Aerdy ("aer" meaning "sky" in Old Oeridian). The Aerdi made their capital in Rel Astra, and spent the next of Medegia, wresting it from the Zilchans who had held it for nearly two centuries after they had supplanted the Pholtans. The
few decades conquering the neighboring Flan and driving the Suel to the south. Due to the cooperative effort of the various Aerdi Great Kingdom saw a brief, violent resurgence during the reign of Ivid V, who assumed the Malachite Throne in 556 CY. Despite
tribes settling in the Flanmi basin, they expanded quickly. First they conquered the Flan's crumbling kingdom of Ahlissa in the creeping insanity, he ably defended his realm from the combined forces of the Golden League (579-580) and civil unrest during the
southwest, then swept north to contend with other Oeridian tribes who had settled the Flanaess behind them. During the reign of Red Death plague of 581. After years of political maneuvering and scheming, Ivid finally brought far-flung provinces together in an
Grand Prince Almor II, the Rax Aerdi defeated their Nyrondese rivals in the Battle of a Fortnight's Length (535 OR, or -109 CY). attempt to launch a great war to reestablish the former glory of the empire of the Aerdi. In 583 CY, Ivid launched an attack upon
Aerdy almost doubled in size and thereafter became known as the Great Kingdom, now a true empire. It was the prudence of Nyrond, Almor, and the Iron League states, but the conflict served only to bring ruin to the heartlands of the Great Kingdom and
House Cranden that solidified the realm's power structure over the next century. The Great Kingdom became a potent force for destruction to many tens of thousands of citizens. Ivid made terrible enemies of his kinsmen. North Province declared
order and good in the Flanaess. In the year 645 OR (1 CY), Grand Prince Nasran declared universal peace in the empire, taking the independence from the Great Kingdom in 584 CY, dragging itself out of the Greyhawk Wars, and the empire shattered within
new title of overking. Nasran was by all accounts a wise and dutiful ruler, and few openly begrudged him his claim. However, it weeks into many pieces.
quickly became clear to all the noble houses of the Aerdi that power in the Great Kingdom was being centralized in the hands of The end came swiftly in 586 CY, when rivals for the throne, perhaps including the fiendish Duke Szeffrin of Almor, attacked the
the rulers of Rauxes, and that the fortunes of the Great Kingdom would now rest with them. The needs and intrigues of the capital after hearing news indicating Ivid V had died or been deposed. Rauxes fell victim to a vast magical conflict that left the city
Celestial Houses would soon become subordinate to the politics of the Malachite Throne. Nasran founded the See of Medegia and in ruins and submerged in a region of distorted magical force with unpredictable effects. The final fate of Ivid V, the rivals for the
granted it to the faith of Pholtus. The Great Kingdom was quickly becoming too vast to effectively control from Rauxes, so the Malachite Throne, and Rauxes's citizens remains unknown. All central authority gone, the provinces of Aerdy went their own ways.
overkings appointed viceroys to rule the major provinces. The viceroys had near total autonomy within their realms to efficiently In the north, Ivid's cousin, Herzog Grenell, founded the Great Kingdom of Northern Aerdy and crowned himself overking, a title not
deal with local problems, answering only to the Malachite Throne. used outside his own realm. He focused his energies entirely on defending and consolidating his new realm. In 587, most of the
By 100 CY, there were four such viceroys. One in Zelradton administered South Province (awarded to House Cranden), and a rest of the Great Kingdom re-formed in the south under the banner of House Darmen and began calling itself the United Kingdom
counterpart in Eastfair controlled North Province (awarded to House Naelax). The empire's borders had by now reached all the of Ahlissa.
way to the Fals Gap and the mountainous Quaglands. Manshen, the first Rax overking, divided these marklands in 100 CY, forming Leading this effort was the scion of Darmen, a powerful prince from Kalstrand named Xavener, who assembled the surviving
two vast provinces around the Nyr Dyv, one in the east and one in the west. The Viceroyalty of Nyrond, which eventually included provinces into a new nation with his own House preeminent. Within four years, Ahlissa had expanded to share an undefined
Urnst, was ruled from Rel Mord by a junior branch of House Rax. A viceroy in Dyvers administered the Viceroyalty of Ferrond, border with North Kingdom. Now, the two nations contend for the lands of central Aerdy and control of the future of the Aerdi
including its Northern Reaches (now Perrenland and lands north and northeast of the Vesve Forest). The Great Kingdom reached people. In 590 CY, Overking Xavener directed his kinsmen, assisted by the priesthood of Zilchus, to create a new path for the
its height over the next century under House Rax, with ambitious rulers such as the lines of Erhart and Toran. However, with the Windmarch, an ages-old annual trade route that once ran from Chathold downriver to Nulbish and Pontylver, then upriver all the
death in the spring of 213 CY of the Overking Jiranen, a sovereign who had reigned many years, succession became a matter of way to Eastfair. The Windmarch survived even during the mad and murderous reign of the Ivids of House Naelax, but with the
intrigue. His fatuous son Malev was uninterested in the office and proceeded to secretly auction it off to the highest bidder among latter stages of the Greyhawk Wars and the collapse of the Great Kingdom the Windmarch ended, as travel became too unsafe for
his relatives. Malev did not care who took the throne, and it came as some surprise when his cousin Zelcor reportedly met his the merchants involved.
price. During Zelcor's coronation in Rauxes later that year, an ominous sign appeared in the sky, a complete eclipse of the The overking intends for the new "Windmarch of Ahlissa" to strengthen trade within his empire, as well as the infrastructure
noontime sun above the capital. The Royal Astrologers proclaimed it as a great portent, confirming the sign of a coming Age of (roads, bridges, mail routes, river traffic), the tax base, internal political ties, and the Ahlissan army. The army, including units from
Great Sorrow prophesied by Selvor the Younger fifteen years earlier. Overking Zelcor promptly abolished the astrologers' order for the principalities, has been directed to secure the new Windmarch route from bandits, renegade orcs and military units,
trying to recreate earlier hysteria and banished the members to Rel Astra. So proceeded an inexorable decline that began as the troublesome minor nobles, outside aggression, the Scarlet Brotherhood, etc. The Windmarch is not meant to improve external
rulers of House Rax became progressively neglectful, decadent, or dimwitted. Provinces began calving off the empire like icebergs trade; holding the empire together is a higher priority. The first new Windmarch is scheduled to begin in Coldeven 591 CY in both
into the sea, beginning with Ferrond in 254 CY. Many noble and good Aerdi were expatriated by these secessions, leaving the Rel Deven and Hexpools, with merchants from both cities migrating to Kalstrand for Growfest, then on to Nulbish, Pardue, Sarndt,
Torrich, Jalpa, Carnifand (during Brewfest), and Orred. From Orred, the merchants head for home in two groups, one going down
river and the other heading overland. Merchants from Naerie and the Relmor coast must go to Rel Deven or Hexpools to join the
great caravan, though some join the Windmarch elsewhere along the route. Much of the route lies along ancient, magical roads
called the dirawein, built by the Aerdi and still functional. Clearing the dirawein of bandits is a major project.
Conflicts and Intrigues: Potentially explosive border disputes lie on every side of Ahlissa. Internal disorder and banditry is caused
by orc ex-soldiers, renegade army units, gangs of thieves and smugglers, and hostile noble houses. Scarlet Brotherhood spies want
to infiltrate and control regional governments and noble houses. A secret society called Midnight Darkness assassinates foreigners
in Ahlissa seen as "interfering in Aerdy's noble culture."